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Author SHA1 Message Date
bridgewaterrobbie 31f96c9065 Gemini tinkering 3 2025-05-22 11:09:26 -04:00
bridgewaterrobbie 1305303f2e Fix typo in getVertexFormat 2025-05-20 18:13:19 -04:00
bridgewaterrobbie 8532511107 Add enforced check for compressed texture block width/height offset 2025-05-20 16:10:17 -04:00
bridgewaterrobbie b762ccb78c Use the aspect to skip drawing for depth only. TODO is why this is even coming up? 2025-05-20 16:10:17 -04:00
bridgewaterrobbie 3296eb153c If necessary, apply padding to uploaded texture. 2025-05-20 16:10:17 -04:00
bridgewaterrobbie ae6d1028f7 Initial update3DImage implementation for webgpu 2025-05-20 16:10:17 -04:00
bridgewaterrobbie 92579b6307 Expose bytes per pixel function separately from computeDataSize 2025-05-20 16:10:17 -04:00
Benjamin Doherty 315b53c339 Release Filament 1.60.1 2025-05-20 12:42:33 -07:00
Andy Hovingh c55d459986 webgpu: samples/hellopbr.cpp CLI allows for selecting webgpu backend api 2025-05-20 14:40:48 -05:00
Andy Hovingh 7876695545 webgpu: add CLI to texturedquad.cpp sample to select backend + updated WebGPU warning message. 2025-05-20 14:40:48 -05:00
Matthew Hoffman e1a1464c5d Add helpers for creating RenderPipelineParams for backend tests (#8751)
* Add helpers for creating RenderPipelineParams for backend tests

BUGS=[398199600]

* Move all backend tests over to use cyan as the clear color
2025-05-20 19:17:12 +00:00
bridgewaterrobbie 67ed5141bf Avoid using paramater name type which is reserved in WGSL and thus can't be compiled for WebGPU 2025-05-20 14:09:23 -04:00
Juan Caldas b9d7a25b91 webgpu: remove Dummies and set layouts (#8746)
* Remove dummies, set sample types and do minor cleanup
2025-05-19 13:51:08 -04:00
Matthew Hoffman ba63ac63a0 Add a helper for creating a standard PipelineState to backend tests. (#8750)
BUGS=[398199600]
2025-05-19 16:58:54 +00:00
Sungun Park 1e77947758 Add glFramebufferTextureMultisampleMultiviewOVR for multiview MSAA (#8755)
This commit adds the `glFramebufferTextureMultisampleMultiviewOVR`
function, enabling MSAA to work in conjunction with the multiview
extension.

The function's declaration is present in the latest main branch of the
Khronos GLES2 API headers. While directly pulling these updated headers
is the ideal approach, it would necessitate a significant reorganization
of Filament's current header file structure and incorporate more files
than currently needed.

To minimize immediate changes and limit scope, this change adopts
only the necessary function declaration by copying it directly.

BUGS=[417311684]
2025-05-16 23:50:12 +00:00
bridgewaterrobbie 53df4012fe Enforce buffer offset rules for UBO and regular copies. 2025-05-16 17:40:45 -04:00
bridgewaterrobbie d880fab93f Rearrange buffer logic, and handle buffer writes not divisible by 4 2025-05-16 17:40:45 -04:00
bridgewaterrobbie fb8030b80a Revert "Dawn change to enable writeBuffer for size != multiple of 4"
This reverts commit b94c802076.
2025-05-16 17:40:45 -04:00
David Neto e2d009ff2a Update glslang (#8734)
Update glslang/tnt/README to point to updated commit hash

Glslang switched from using spirv.hpp to using spirv.hpp11
which collides with spirv.hpp when used in the same .cpp file.

This change requires https://github.com/google/filament/pull/8729
before it can compile. That has already landed.
2025-05-16 20:35:54 +00:00
Mathias Agopian 0a67ef4d80 Add multisampled descriptor types 2025-05-16 13:06:04 -07:00
Mathias Agopian 79d6f46f1a enforce offsets to be a multiple of 4 bytes
this affects VerteBuffer, BufferObject and IndexBuffer, this restriction
already existed in the Metal backend, it is now promoted to all
backends.
2025-05-16 13:05:40 -07:00
rafadevai 6481fa2acf GL: Fix the format of an ExternalImage being uninitialized (#8727)
When creating a new ExternalImage in EGLAndroid the
format was not set, causing random crashes when creating
new textures.
2025-05-16 19:29:20 +00:00
Mathias Agopian 7638b3ddd9 fix typo in SamplerParams comparison operator
FIXES=8740
2025-05-16 11:28:13 -07:00
Doris Wu fe474a9d7e Add GTAO shader support (#8688)
* Add GTAO options into the struct

* Add gtao mat and shader

* Set type specific parameters in ppm

* Fix inconsistent name

* Fix incorrect param type

* Add bent normal calculation

* Fix the gui

* Adjust precision

* Use mix

* Add some comments

* Refactoring

* Update comments

* Add comments for aoOptions

* Update

* Update

* Address the comments

* Split .mat into bent and non-bent

* Update

* Update

* Use sqrt on mobile

* Omit default case

* Commit beamsplitter generated changes

* Use built-in acosFast

* Remove unused function

* Fix the mismatched parameter type

* Some optimizations

* Commit beamsplitter results

* Update the comment

* Update default value

* Commit beamsplitter changes

* Extract common parameters out
2025-05-16 00:13:12 +00:00
Powei Feng 81008abe06 backend-test: fix push constant test for vk (#8732)
FIXES=417477740
2025-05-15 23:02:28 +00:00
Juan Caldas ef1d079c53 Update Descriptor Types (#8743) 2025-05-15 15:39:31 -07:00
Mathias AgopianandPowei Feng 5286dec70b Make sure that all descriptors are always initialized (#8739)
* Make sure that all descriptors are always initialized

* improvements to committing material instances

- from now on, only MaterialDomain::SURFACE material instances are
  automatically committed by FEngine at the beginning of a frame.
  COMPUTE and POST_PROCESS domains must be committed manually via
  a new API on MaterialInstance. Both domains are not public APIs so
  this shouldn't have an impact anywhere.


- DescriptorSet now validates that all descriptors are set and emits
  an error in the log if not.

- these changes prevent PostProcess material instances to be committed
  before all descriptors are set.

* Update filament/src/details/Engine.cpp

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2025-05-15 15:38:16 -07:00
bridgewaterrobbie d748dc590e Use WebGPU platform explicitly in shaders rather than rely on the mostly similar cases to Vulkan, with the exception of flipping the Y axis where they are different 2025-05-15 18:02:29 -04:00
Jeremy Nelson 93a0aec246 Resize metal layer for webgpu (#8738) 2025-05-15 13:40:50 -07:00
Powei Feng f3fa734793 vk: Clean up image layout - transitions and definitions (#8724)
We rename and modify the mapping form the backend layouts
to VK version of the layouts.  We fix some of the barrier
definitions which were inaccurate.

Also fix and clarify some of the VulkanBuffer barrier related
details.
2025-05-15 20:06:35 +00:00
Juan Caldas 33d3c3a897 webgpu: Adjust dynamic offset to fix the draw calls (#8736)
BUGS=[407961733]
2025-05-15 12:53:49 +00:00
Mathias AgopianandPowei Feng bbabf3480b re-do "Use the Perfetto SDK instead of ATRACE" (#8701) (#8728)
* re-do "Use the Perfetto SDK instead of ATRACE" (#8701)

This time we create an entirely new private header: Tracing.h which
uses the perfetto SDK instead of ATRACE. The old Systrace.h is
unchanged to presever backward compatibility but is essentially
deprecated and no longer used within the filament repo.

The new TRACING_ macros use an explicit CATEGORY parameter, which is
declared in Tracing.h.

Moreover, tracing can be compiled out by defining
FILAMENT_TRACING_ENABLED to false before including Tracing.h

iOS tracing is still supported and still controlled via
FILAMENT_APPLE_SYSTRACE.

There are three perfetto categories defined:

- "filament/filament"
- "filament/jobsystem"
- "filament/gltfio"

The "filament/jobsystem" category is compiled out by default.

And they can be enabled in AGI / perfetto by adding:

```
data_sources {
  config {
    name: "track_event"
    track_event_config {
      disabled_categories: "*"
      enabled_categories: "filament/filament"
      enabled_categories: "filament/jobsystem"
      enabled_categories: "filament/gltfio"
    }
  }
}
```

* Update libs/utils/include/private/utils/Tracing.h

Co-authored-by: Powei Feng <powei@google.com>

* Update libs/utils/src/android/Tracing.cpp

Co-authored-by: Powei Feng <powei@google.com>

* remove all references to SYSTRACE_TAG

---------

Co-authored-by: Powei Feng <powei@google.com>
2025-05-14 20:51:57 -07:00
Mathias Agopian e7a8f471a1 add sampler type in DescriptorSetLayout (#8705)
* add sampler type in DescriptorSetLayout

[**New Material Version**]

* select the proper descriptor set layout in the rendering loop

Now that the per-view layout can be different based on the type of
shadow, we need to make sure we set the proper layout in the pipeline
and use the corresponding descriptor set.

There are now 16 "per-view" layouts and their corresponding descriptor
set. There are two sets of 8, the current set is determined by the
shadow type on the view.

Then during rendering, when we set the pipeline we need to select the
corresponding layout; each material now offers both versions of the
layout and we just pick the right one.

DescriptorSet::setBuffer and setSampler now need the layout in order
to do some validation that the correct type of descriptor is used.
This will help catch problems earlier.

* DescriptorType now includes the "dimension" of the texture

DescriptorType now also encodes wether the descriptor expects a 2D, 3D,
Cubemap and/or Array.

This is needed by both Metal and WebGPU.

[**New Material Version**]

* Fix typos.

* fix fog sampler descriptor type
2025-05-14 17:02:17 -07:00
Ben Doherty d45a5cc926 Add documentation on using Instruments (#8737) 2025-05-14 14:53:12 -07:00
Powei Feng 361ba2afea renderdiff: separate comparison from rendering (#8733)
- Move the comparison logic into its own script
- Add entry point bash script to generate the renderings
- Separate the preamble bash logic into its own file
2025-05-14 09:48:16 -07:00
Ben Doherty 78419cd992 Add initialize method to PlatformMetal (#8708) 2025-05-13 14:30:02 -07:00
Sungun Park cc7361dba5 Release Filament 1.60.0 2025-05-13 21:27:27 +00:00
Powei Feng 5c0841ff56 Update release note after cherry-pick 2025-05-13 14:26:13 -07:00
Matthew Hoffman 10af183756 Document which vulkan tests have issues with associated bugs. (#8731)
BUGS=[409100093]
2025-05-13 21:10:34 +00:00
David Neto 56e0e9a424 Move calls to SPV remapper to another .cpp file (#8729) 2025-05-13 20:33:49 +00:00
Mathias Agopian 86a500c846 clean public header dependencies (#8725)
* remove io::ostream dependency from CString.h + clang tidy

* remove ostream.h dependency from Invocable.h

* remove Panic.h dependency from FixedCapacityVector.h

* remove ostream.h dependency from backend/ headers

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

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

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

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

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

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

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

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

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

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

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

* Addressing PR comments

---------

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

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

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


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

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

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

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

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

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

* Fix some errors

* Fix colors

* Only show toggle when view selected

* Update

* Merge graphviz data into json string

* Mark export_graphviz function as const

* Set SERVE_FROM_SOURCE_TREE to 0

* Remove unnecessary import

* Refactor

* Refactor

* New line when early return
2025-04-29 02:39:37 +00:00
Juan Caldas db72bd024b wgpu: Update callback mode to WaitAnyOnly (#8677) 2025-04-28 20:29:38 -04:00
Powei Feng 7c6b470650 Improve code-correctness script (#8659)
- Sort failures alphabetically
- Add way to suppress error when necessary
- Add way to run test on a subset of files for testing
- Fix case where number of files is less than number of workers
2025-04-28 17:00:40 +00:00
Syed Idris Shah 68a99ef54c metal driver cleanup
Remove the unused functions and varibles from render primitve and target api's.
2025-04-25 23:49:12 -04:00
Powei Feng 39fabdbc3b vk: fix exception-escape failures (#8656)
And one drive-by fix to VulkanYcbcrConversionCache.h
2025-04-25 23:03:47 +00:00
KeremTAN 83967fdb1b std type trait specialization of is_arithmetic and is_floating_type removed 2025-04-25 12:14:26 -07:00
KeremTAN b88c2d80a4 Fix Clang 20 compile error: invalid std type trait specializations 2025-04-25 12:14:26 -07:00
bridgewaterrobbie 4a36193f04 Uncomment updateDescriptorSetBuffer. What we have may actually suffice as-is, and no longer crashes 2025-04-25 14:28:39 -04:00
bridgewaterrobbie 8df19cb6b2 Indicate we do not support texture swizzling 2025-04-25 14:28:39 -04:00
bridgewaterrobbie 783c1c9c83 Upload wgpu cpp header to easily reference in discussions 2025-04-25 12:11:42 -04:00
Syed Idris Shah a92771c5ef webgpu: create and bind render primitives 2025-04-25 10:15:27 -04:00
Syed Idris Shah c98a76135b webgpu: Implement update buffer object methods in driver
Move queue instantion to the constructor. Its needed by the update buffer methods.
2025-04-25 10:15:27 -04:00
Syed Idris Shah 7f2836bb43 webgpu: Implement R functions for vertex and index buffers
Also create BufferObject and use it to update vertex buffers

Updating buffers will be in the next upcoming patch.
2025-04-25 10:15:27 -04:00
Syed Idris Shah b60d02919b webgpu: Update VertexBufferInfo to populate VertexBufferLayout 2025-04-25 10:15:27 -04:00
bridgewaterrobbie 156dde6872 We can't cast handles that weren't actually constructed, so can't use the update descriptor funcs yet. 2025-04-24 14:47:16 -04:00
bridgewaterrobbie dd2fbf01aa wgpu: Initial bindgroup and descriptorset setup.
Likely not handling textures correctly, need more understanding there to proceed.
2025-04-24 14:47:16 -04:00
Ajmal Kunnummal beba1f63f1 Revert initializing the transform 2025-04-24 10:27:35 -07:00
Ajmal Kunnummal e20dd9ec93 Fix bug where the transform parameter was mistakenly unused in setAcquiredImage
- Also initialized the transform field to identity
2025-04-24 10:27:35 -07:00
Ajmal Kunnummal 7f80d956b6 Fix bug where BufferInterfaceBlock::getTransformFieldOffset the offset should be reported in bytes instead of words 2025-04-24 10:26:59 -07:00
Rasmus Munk Larsen 3c941863dc Revert change to pow. 2025-04-23 16:25:46 -07:00
Rasmus Munk Larsen 57e2007aaf Fix typo again. 2025-04-23 16:25:46 -07:00
Rasmus Munk Larsen f88f0607c7 Fix typo. 2025-04-23 16:25:46 -07:00
Rasmus Munk Larsen 91b98964cc Optimize pow and slerp for quaternions by using the identies
sin(acos(x)) = sqrt(1-x^2)
  cos(acos(x)) = x.
2025-04-23 16:25:46 -07:00
rafadevai d92a90e22b VK: Small improvements in different places (#8651)
- Add markers to more VulkanDriver calls and other
functions related to VulkanDriver::collectGarbage
- Fix validation layer error calling vkWaitForFences
with a count of 0.
- In VulkanTextureState, call clearCachedImageViews
before destroying the vkImage.
- In VulkanStagePool, use a std::vector for keeping
track of used images and buffers. Also set the
TIME_BEFORE_EVICTION to 3 frames instead of the
FVK_MAX_COMMAND_BUFFERS.
2025-04-23 22:15:29 +00:00
Powei Feng 79a548ecae Fix broken ios build (#8658)
Missing include after #8654
2025-04-23 20:28:11 +00:00
Mathias Agopian 3c4c8940b2 clang-tidy cleanups 2025-04-23 09:42:02 -07:00
Mathias Agopian 75d2252d33 Add UTILS_VERY_[UN]LIKELY macros
clang optimizes code differently with very likely or unlikely 
conditions, so we add a `VERY` version of these macros, and we
make use of it for assertions.
2025-04-23 09:23:21 -07:00
Powei Feng 9d3a55291d Fix broken header check (#8655)
- PR #8641 introduced a requirement for including Systrace.h that
  wasn't covered by the header-check test.
- Make sure temp.cpp contains only one include
- Add a missing include for Package.h
2025-04-22 22:18:50 +00:00
Powei Feng 170dec0945 vk: external sampler work (#8608)
- Add a manager class for handling external image and sampling
 - The logic is to enable a slow path if the descriptor set
   layout has external samplers and an external image has been
   assigned to the corresponding descriptor set
 - The slow path will deduce the format of the external image to
   and create the corresponding YUV conversion if necessary.
 - Clean-up VulkanPlatform
2025-04-22 15:01:18 -07:00
Powei Feng 7967157fbb renderdiff: fix breakage (#8648)
- Re-enable renderdiff test.
- Cache the mesa directory so that we're not spending time pulling
  and compiling it.
- Move python prereqs into the script and use venv.
2025-04-22 18:23:05 +00:00
Andy Hovingh 597ced13e1 webgpu: initial shader compilation 2025-04-22 12:56:03 -05:00
Sungun Park c3542b135e Fix crash for ShaderCompilerService (#8626)
This change fixes a crash that occurs in ShaderCompilerService under a
certain condition described below.

Functions are called in the order described below.
1. `ShaderCompilerService::initialize(...)` is called when a new gl
   program is created. There are cases whre the corresponding TickOp may
   be still alive at the end of this method.
2. `OpenGLProgram::~OpenGLProgram()` is called when the program is
   immediately destroyed without being used. This deletes gl.program.
3. `ShaderCompilerService::tick()` is called later, and it references
   the dangling gl object `gl.program` in the lambda function, and it
   crashes.

This change also includes refactoring the class `ShaderCompilerService`
to make code simpler and less error-prone.

TEST = Tested on Desktop, Android, and Web by running sample apps

BUGS = [394319326, 407090622]
2025-04-22 17:31:40 +00:00
Mathias Agopian ca3ff7e08e Use the Perfetto SDK instead of ATRACE
Perfetto has significantly less overhead. The User facing API is
mostly unchanged:

Here are the differences:

- SYSTRACE_ENABLE() does nothing on ANDROID, initializes systraces on darwin.
- SYSTRACE_DISABLE() is removed.
- A new "gltfio" tag is added.
- SYSTRACE_TAG *must* be defined before including `utils/Systrace.h`
- `utils/Systrace.h` should not be used from a public header
- the new SYSTRACE_TAG_DISABLE disables systrace at compile time


For android a data source MUST be created in the perfetto config:

```
data_sources {
  config {
    name: "track_event"
    track_event_config {
      enabled_categories: ["filament", "jobsystem", "gltfio"]
      disabled_categories: "*"
    }
  }
}
```

This can for example be added to AGI's custom/advanced config.

FIXES=[407572663]
2025-04-22 09:31:29 -07:00
Mathias Agopian 42c760a92f add the Perfetto SDK to libutils
for android NDK projects we also need to add it to the dependent
libraries.
2025-04-22 09:31:29 -07:00
Mathias Agopian 327a537bcc Add the Perfetto SDK to the build 2025-04-22 09:31:29 -07:00
Matthew Hoffman cfc4f34c18 Use EXPECT_IMAGE in all backend tests. (#8628) 2025-04-21 19:57:40 -05:00
Sungun Park 6dac384bd9 Release Filament 1.59.3 2025-04-21 22:05:28 +00:00
rafadevai d666f8a0ba VK: Create and use a VkPipelineCache (#8631)
To minimize the cost to recreated old pipelines that
has been evicted from VulkanPipelineCache, make the
driver cache the pipeline objects.
2025-04-21 18:14:58 +00:00
Matthew Hoffman d6ae3a57b5 Replace backend test expected hash with loading the image. (#8622)
BUGS=[402474473]
2025-04-18 15:59:01 -05:00
Powei Feng c2155f3f98 github: disable renderdiff (#8640)
The test is broken. Disable while investigating.
2025-04-18 11:10:10 -07:00
bridgewaterrobbie e2a3637413 webgpu: Avoid using handle 'using' redefines for consistency 2025-04-18 11:42:10 -04:00
bridgewaterrobbie 390df4e42c Tweak constructor of WebGPUDescriptorSetLayout to take a ref rather than a pointer 2025-04-18 11:04:24 -04:00
Powei Feng 21dd1319df Release Filament 1.59.2 2025-04-16 15:47:19 -07:00
bridgewaterrobbie 444ac8d6a6 Handle WebGPUDescriptorSetLayout creation 2025-04-15 18:51:26 -04:00
Syed Idris Shah aac1e7dc4c Move adapter and device creation to the begining 2025-04-15 18:51:26 -04:00
Matthew Hoffman 5b8a1e5e58 Add a macro for skipping tests based on backend/OS. (#8602)
BUGS=[398198557]
2025-04-15 17:03:48 -05:00
Andy Hovingh ad1b36d2b3 fix: DEBUG_COMMAND_STREAM could not be compiled as true due to lack of BufferObjectStreamDescriptor insertion operator 2025-04-14 16:50:53 -05:00
Sungun Park 315c2c273f Cleanup shader compiler (#8613)
There's no functional difference.
2025-04-14 18:27:52 +00:00
Juan Caldas 005d835dbe wgpu: Add Vertex and Index Buffer (#8616)
* implement vertex and index buffers
2025-04-14 10:36:14 -04:00
Jeremy Nelson cade94ab2c webgpu: surface window size for swapchain/surface 2025-04-11 17:30:08 -05:00
Max Rebuschatis 5cd2f5626c Fix bug in FMaterialInstance::setParameterImpl() where mTextureParameters
was not updated when a texture was reassigned if !texture->textureHandleCanMutate().

This could cause a crash in FMaterialInstance::commit() since the old texture
binding was still in mTextureParameters but may have been destroyed.
2025-04-11 12:51:46 -07:00
Jeremy Nelson 94bbcbf1c3 wgpu: combine swapchain classes 2025-04-10 09:20:12 -05:00
Andy Hovingh 52c998d2b6 webgpu: use handle allocator with swapchain 2025-04-10 07:37:53 -05:00
rafadevai 527d831c15 VK: Reuse renderpasses after swapchain resize (#8601)
When a swapchain is resized the FBO cache gets resets
which includes the framebuffer and renderpass objects.
This causes pipelines to be recreated instead of being
reused from the previous frames, causing stalls.

In the case of renderpasses there's no need to clear these
objects, since the state of the renderpass is the same, only
their refcount should be adjusted, fixing the issue mentioned
above.
2025-04-10 07:08:20 +00:00
Syed Idris Shah 2790f2e64c Cleanup the dead code from VulkanPlatformApple.mm
__APPLE__ is defined for both macos and ios platform.
#elif code will never be excuted.
2025-04-09 14:16:11 -04:00
Benjamin Doherty 757640e850 Release Filament 1.59.1 2025-04-09 10:20:51 -07:00
Ben Doherty 9d9abca33a Validate textures have non-zero dimensions (#8607) 2025-04-09 10:18:17 -07:00
Syed Idris Shah bea7a7c73f Implement basic webgpu driver backend to render a background color
Add priliminay implementations of CommandBuffer, RenderColor Attachment,
RenderPass encoders and web gpu queue. This is sufficient to render
background color on a surface using webgpu api's.
2025-04-08 16:28:26 -04:00
Syed Idris Shah dd62f98784 Treat native Window as CAMetalLayer
Attach MetalLayer to Native View same as vulkan and metal backend.
This change assumes native window is already a CAMetalLayer. This is no different
for IOS and Mac.
2025-04-08 16:28:26 -04:00
Syed Idris Shah 395a3eda9b Introduce basic HandleAllocator for webgpu
Implement stub implementations for different handles. This is a
place holder patch. These handles will be enhanced and used by webgpu
driver for backend implementations.
2025-04-08 16:28:26 -04:00
Syed Idris Shah 9d18cc35e0 Fix webgpu android build after dawn update 2025-04-08 14:58:59 -04:00
Andy Hovingh 2e37ebe70c webgpu: compile WGSL shaders into Android materials when needed 2025-04-08 13:13:21 -05:00
Matthew Hoffman 63ef412be1 Shared shader helpers for backend tests. (#8562) 2025-04-08 12:45:59 -05:00
rafadevai f0996296c1 VK: Remove explicitImageReadyWait callback (#8603)
This function was created to make sure the swapchain
image was available before submitting the work to the GPU.

So the order of the process looked like

| Acquire | Begin | Record | Wait | Present | End |

After this change the expectation is that when the
swapchain acquires a new image it will also wait until
is actually available from the platform.

| Acquire | Begin | Record | Present | End |

In the case the image is not available, the expectation
is that the acquire will wait until it is and then start
processing the frame.
2025-04-08 06:09:49 +00:00
Powei Feng a60d570b3b vk: preparing for Ycbcr conversion (#8596)
- Move utils functions to the right files
 - Add conversion from vk formats to filament
 - Refactor how to enable multiview and external sampler in
   VulkanPlatform
 - Make VuklanDescriptorSet and VuklanDescriptorSetLayout more
   general to allow for mutability
 - Reorder vulkan files in CMakeLists.txt to be sorted in
   alphabetical order.
2025-04-08 05:50:37 +00:00
Powei Feng 3fdb9f311a github: add code-correctness presubmit (#8595) 2025-04-04 15:17:07 -07:00
Andy Hovingh 70f2cda9b6 remove unnecessary third party includes from dawn (Filament already brings them in) 2025-04-03 20:22:28 -04:00
Andy Hovingh c3e4894d49 fix Mac OS 15.4 compile errors: minor changes to reflect webgpu and tint API changes 2025-04-03 20:22:28 -04:00
Andy Hovingh a128d9143a fix Mac OS 15.4 compile errors: ignore clang nullability-extension warnings/errors only for Macs 2025-04-03 20:22:28 -04:00
Andy Hovingh 2cf10999f4 fix Mac OS 15.4 compile errors: upgrade spirv-tools dependency to match dawn (6add4e478f8802d3bbd100120e5ffc6f725ec9fe) 2025-04-03 20:22:28 -04:00
Andy Hovingh e0e44da185 fix Mac OS 15.4 compile errors: upgrade spirv-headers dependency to match dawn (8e82b7cfeca98baae9a01a53511483da7194f854) 2025-04-03 20:22:28 -04:00
Andy Hovingh ce62e0ef06 fix Mac OS 15.4 compile errors: upgrade glslang dependency to match dawn (e57f993cff981c8c3ffd38967e030f04d13781a9) 2025-04-03 20:22:28 -04:00
Andy Hovingh 826b885d0e fix Mac OS 15.4 compile errors: upgrade dawn dependency (chromium/7106 tag/version) 2025-04-03 20:22:28 -04:00
Andy Hovingh 5b9a24edf0 fix Mac OS 15.4 compile errors: upgrade abseil dependency (version Abseil LTS 20250127.1) 2025-04-03 20:22:28 -04:00
Andy Hovingh b651f63e02 update release notes 2025-04-03 20:22:28 -04:00
Andy Hovingh c48273df3c fix Mac OS 15.4 compile errors: invoke printSurfaceConfiguration to avoid an unused error 2025-04-03 20:22:28 -04:00
Andy Hovingh 8397a15914 fix Mac OS 15.4 compile errors: upgrade libpng dependency (v1.6.47) 2025-04-03 20:22:28 -04:00
Andy Hovingh d76567b4a8 fix Mac OS 15.4 compile errors: upgrade libz dependency (v1.3.1) 2025-04-03 20:22:28 -04:00
Konrad Piascik ce62b169cb Fix Windows webGPU build 2025-04-03 14:12:17 -04:00
Powei Feng 9244f8ee21 vk: add YcbcrConversion to VulkanTexture (#8588)
- Refactor VulkanTextureState and VulkanTexture so that most
  state fields are consts.
- Add a field for VkYcbcrConversion.
- Clear the image view cache when YcbcrConversion changes
- Make sure that getAttachmentView and getView are better defined
  and called.
2025-04-03 17:30:40 +00:00
bridgewaterrobbie 3c7a871e7e Avoid running the inline pass without merge return on WebGPU 2025-04-02 17:52:27 -04:00
Jeremy Nelson 31d698e9ca remove resize and refactor GetCurrentTexture
remove resize and refactor GetCurrentTexture

remove resize and refactor GetCurrentTexture
2025-04-02 15:35:50 -05:00
Andy Hovingh 769b0db858 webgpu: select color format, present mode, and composite alpha mode from surface capabilities 2025-04-02 15:35:50 -05:00
Jeremy Nelson b40064b1ab Changed class name to WebGPUSwapChain and comments for handle allocator 2025-04-02 15:35:50 -05:00
Jeremy Nelson 889a62d617 Create WebGPUSurface Class 2025-04-02 15:35:50 -05:00
Mathias Agopian 784b3ce565 Fix subpasses with custom render targets
When Color grading is using the optimized subpass mode, it could fail
if it was the last pass. This is because in that case it renders
directly into the custom rendertarget which doesn't have MRTs (which
is needed). The fix is to issue an extra blit.

FIXES=[406343577]
2025-04-01 15:23:34 -07:00
Powei Feng 4f77547ab3 vk: add ycbcr conversion cache (#8557)
Introduce a cache for Ycbcr conversion, which is needed for
external textures on Android.
2025-04-01 22:12:59 +00:00
Nick Fisher 46c89499d0 Dispose debug.server/debug.fgViewerServer when Engine destroyed (#8563) 2025-04-01 20:52:42 +00:00
Sungun Park 57c782685b Add missing header (#8586) 2025-04-01 11:11:19 -07:00
bridgewaterrobbieandPowei Feng bc799c78f6 Update libs/filamat/src/GLSLPostProcessor.cpp per suggestion
Co-authored-by: Powei Feng <powei@google.com>
2025-03-31 19:39:05 -04:00
bridgewaterrobbieandPowei Feng 86e688a2a3 Update libs/filamat/src/GLSLPostProcessor.cpp per suggestion
Co-authored-by: Powei Feng <powei@google.com>
2025-03-31 19:39:05 -04:00
bridgewaterrobbie 3dead231d4 Output failing processed spir-v on failure to read with tint
Also add a build option to ignore such issues if needed during bringup
2025-03-31 19:39:05 -04:00
bridgewaterrobbie fd382ce219 Split and rebind combined image samplers for WebGPU API target 2025-03-31 19:39:05 -04:00
bridgewaterrobbie 46358572b7 Allow non uniform derivitives 2025-03-31 19:39:05 -04:00
bridgewaterrobbie 546b986107 Hack a workaround for OpConstantLoad issue in Tint to work with most spec constants 2025-03-31 19:39:05 -04:00
bridgewaterrobbie 5245141c46 Workaround Tint issues with texelFetchOffset in dofMedian.mat 2025-03-31 19:39:05 -04:00
bridgewaterrobbie 62b182fe04 Update SPIR-V tools to commit ada1771a9f7a125573aa94fe551fdc44b45769bd to pull in splitter pass 2025-03-31 19:39:05 -04:00
Sungun Park 87dbd59275 Release Filament 1.59.0 2025-03-31 22:23:12 +00:00
Juan Caldas 3c02eb9a63 WebGPU initial handle implementation (#8566)
* initial handle pass
2025-03-31 18:03:04 -04:00
Powei Feng 0bb96f0b62 Update MATERIAL_VERSION to 59 2025-03-28 15:38:42 -07:00
Powei Feng 06c0667636 Release Filament 1.58.2 2025-03-28 15:34:06 -07:00
c873552eaf Update runners to ubuntu-24.04 from deprecated ubuntu-20.04 label (#8581)
Co-authored-by: Bill Napier <napier@google.com>
Co-authored-by: Powei Feng <powei@google.com>
2025-03-28 15:30:15 -07:00
Powei Feng 38cc77807b noop: increase texture size (#8574) 2025-03-28 15:29:39 -07:00
Mathias Agopian ded1cb1b09 builders now accept StaticString names
The const char* version of name is node [[deprecated]].

This change is only cosmetic, no implementation is changed. This is
a first step toward eliminating non literal tags.
2025-03-28 15:18:08 -07:00
Mathias Agopian 653b2e859c fix CString::compare() 2025-03-28 15:18:08 -07:00
Mathias Agopian 7fd24c38d7 a new StaticString class 2025-03-28 15:18:08 -07:00
Mathias Agopian d4166e3a84 fix SGSR upscaling when a subpass is used
SGSR upscaling didn't take the viewport into account.
2025-03-28 15:03:36 -07:00
Matthew Hoffman c9f3d40993 Add helper for creating shaders in tests. (#8532)
Add helper for creating shaders in tests.

BUGS=[403541835]
2025-03-28 16:49:21 -05:00
Bill Napier 3cf76a837c Update runners to ubuntu-24.04 from deprecated ubuntu-20.04 label 2025-03-28 13:15:19 -07:00
Matthew Hoffman d1781fd66c Use the backend test cleanup helper. (#8560)
BUGS=[402472830]
2025-03-28 13:44:59 -05:00
Matthew Hoffman 577f1f83ca Add helper for tests to expect image results. (#8518)
Currently still based around using image hashes but will be improved later.

BUGS=[402474472]
2025-03-28 13:20:18 -05:00
Sungun Park 7956a28c71 Fix INVALID_OPERATION error for WebGL (#8576)
Mozilla sometimes clears the generic buffer binding when another buffer
is destroyed, if that other buffer is bound on an indexed buffer
binding.

The fix makes sure the generic buffer binding is unbound from the
context when being destroyed.

BUGS=[376125497]
2025-03-28 17:59:36 +00:00
e264dbad98 Upgrade all self-hosted ubuntu-22.04 runners to ubuntu-24.04. (#8579)
* Update runners to ubuntu-24.04 from deprecated ubuntu-20.04 label

---------

Co-authored-by: Bill Napier <napier@google.com>
Co-authored-by: Powei Feng <powei@google.com>
2025-03-28 17:31:33 +00:00
Mathias Agopian ef14e9c90e fix MSAA custom resolve
we were not binding the proper descriptor set. on gl this is only
an assert, on vulkan it would be a problem if we supported subpasses,
on metal there is no assert.
2025-03-28 10:07:04 -07:00
Bill Napier 6c27340d22 Update runners to ubuntu-24.04 from deprecated ubuntu-20.04 label 2025-03-28 08:43:46 -07:00
Powei Feng 3302c1ef4b Update presubmit.yml 2025-03-28 08:24:39 -07:00
Bill Napier c3ae2cdc8f Update runners to ubuntu-24.04 from deprecated ubuntu-20.04 label 2025-03-28 08:24:39 -07:00
Powei FengandBenjamin Doherty e52c6d8e53 Metal: add max texture size (#8572)
Use highestSupportedGpuFamily to query

---------

Co-authored-by: Benjamin Doherty <bendoherty@google.com>
2025-03-27 21:06:49 +00:00
Powei Feng fdcf82f17a vk: use real device limits (#8564) 2025-03-27 18:03:26 +00:00
Mathias Agopian 60f5c4d32c update remove ui (#8573) 2025-03-27 10:35:37 -07:00
Powei Feng 42ce76e285 Update MaterialVersion to 58 2025-03-26 10:56:33 -07:00
Doris Wu f903683c92 Pass the fgviewer gradle option (#8565) 2025-03-26 14:12:59 +08:00
Powei Feng 546ba48043 Fix test breaking changes with workarounds (#8569)
- Some tests require textures larger than 2048. Change the minimum
  to 4096 for now, and file proper bugs for tests.
- The introduction of uint8_t to DescriptorSetLayoutBinding
  caused unintended padding with using this struct as a hash key.
  We comment out the relevent code for now.
2025-03-25 16:11:35 -07:00
Powei Feng c81af315b2 engine: Add 1D LUT feature flag (#8568)
Note that the flag is default to false while we roll out this
feature.
2025-03-25 15:52:52 -07:00
rafadevai ea64db4218 vk: Fix Vulkan protected memory checks (#8561)
Set the support for isProtectedTexturesSupported
depending if the context supports protected content.

Fix checking if the protected feature is supported
on the host after retrieving the results from querying
the Physical Device.
2025-03-25 20:04:42 +00:00
alizahlalani 0c8df766d0 make createExternalImage UTILS_PUBLIC across platforms for future proofing (#8547) 2025-03-24 11:18:38 -07:00
Mathias Agopian 8f58743405 support up to five custom varyings
Five custom variables (varyings) are now available on the condition that
the `color` attribute is not requested.

FIXES=[404930099]
2025-03-24 09:38:31 -07:00
Syed Idris Shah af079b42a6 Make decl/def of createDriver api consistent
Replace "void* const" with "void*" as const here serves no purpose because of following reasons:
  1. void* const in function parameter has a limited and local effect on the code.
  2. clang tidy would complain and report error if const is added to the function declaration.
  3. const is dropped later in the call stack making the code incosistent.
2025-03-21 13:44:10 -04:00
rafadevai 7f7bceb970 vk: New method to describe external image in Vulkan Android (#8551)
To match the GL platform add a new function to describe
an external image.

Also make `ExternalImageVulkanAndroid` and
`getExternalImageMetadata` protected, so only the
backend has access to it.
2025-03-21 17:09:29 +00:00
Powei Feng 625603d8d4 vk: split layout cache from descriptorSet cache (#8554)
This is just splitting the layout cache into its own class and
files.
2025-03-21 16:33:35 +00:00
Doris Wu d2d5d62a20 Some cleanups (#8558)
* Clean up includes

* Fix the logic
2025-03-22 00:17:22 +08:00
Doris Wu 5e9be5dd2d Remove trailing whitespace (#8556) 2025-03-21 02:10:05 +00:00
Powei Feng df897b3fb2 osmesa: Enable Mesa/OSMesa rendering for mac (#8530)
This commit enables local running of the renderdiff tests and also
for github workflows.
2025-03-20 22:37:23 +00:00
Powei Feng 8c396caba0 vk: removing caching/ directory (#8553)
Move the files out of that directory for consistency. (Should have
never created the directory in the first place).

Also did some small clean-ups of removing old comments and no
longer needed includes.
2025-03-20 22:03:08 +00:00
Mathias AgopianandPowei Feng 6b91f30389 Materials can now specify a shadow attenuation factor (#8540)
* Materials can now specify a shadow strength factor

Materials have a new property: shadowStrength that can be used to
attenuate all shadows received by this material. e.g.:

```
void material(inout MaterialInputs material) {
  prepareMaterial(material);
  material. shadowStrength = 0.1;
}
```

FIXES=[391663042]

Co-authored-by: Powei Feng <powei@google.com>

---------

Co-authored-by: Powei Feng <powei@google.com>
2025-03-20 14:03:52 -07:00
Powei Feng de5d0e55af webgpu: enable webgpu build for test on linux (#8549) 2025-03-20 20:57:49 +00:00
Benjamin Doherty 6066e3a461 Release Filament 1.58.1 2025-03-19 16:17:13 -07:00
rafadevai ea0bbad636 vk: Refactor Vulkan android into its own class (#8538) 2025-03-19 20:41:44 +00:00
Eliza Velasquez 65861b85cf 1dlut: fix psychadelic lookup tables 2025-03-19 12:15:35 -07:00
Eliza Velasquez 1f169d7e75 1dlut: fix iOS build 2025-03-19 12:15:35 -07:00
Eliza Velasquez daa359717b 1dlut: mathias feedback 2025-03-19 12:15:35 -07:00
Eliza Velasquez 4fbfd1b8c1 Generate 1D LUTs for color grading when possible
This introduces two new methods to `ToneMapper`: `isOneDimensional()` and
`isLDR()`. `ColorGrading` references these values along with other parameters
passed to the builder to determine if we can get away with only generating a
one-dimensional LUT. Meanwhile, `PostProcessManager` takes care of setting the
new spec constants and uniforms for `colorGrading.mat` and
`colorGradingAsSubpass.mat`.
2025-03-19 12:15:35 -07:00
Syed Idris Shah 67f05c15d0 Fix WebGPU compilation error
WebGPU is broken because of 3abddc4584 change
2025-03-19 13:25:09 -04:00
Doris Wu 4db3cc521b Move includes outside fgviewer namespace (#8543) 2025-03-19 13:42:34 +08:00
alizahlalani 9e6cf3c876 Refactored external image handling in PlatformEGLAndroid (#8512) 2025-03-18 23:46:31 +00:00
9822 changed files with 636505 additions and 2064035 deletions
+7
View File
@@ -0,0 +1,7 @@
name: 'Set up dependency versions'
runs:
using: "composite"
steps:
- name: Set up dependency versions
shell: bash
run: cat ./build/common/versions >> $GITHUB_ENV
+38
View File
@@ -0,0 +1,38 @@
name: 'Linux Preqrequisites'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Install Linux Prerequisites
shell: bash
run: |
set -xe
# See https://askubuntu.com/questions/272248/processing-triggers-for-man-db/1476024#1476024
echo "set man-db/auto-update false" | sudo debconf-communicate
sudo dpkg-reconfigure man-db
# Install ninja
source ./build/common/get-ninja.sh
# Install CMake
mkdir -p cmake
cd cmake
sudo wget https://github.com/Kitware/CMake/releases/download/v$GITHUB_CMAKE_VERSION/cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
sudo chmod +x ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
sudo ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh --skip-license > /dev/null
sudo update-alternatives --install /usr/bin/cmake cmake $(pwd)/bin/cmake 1000 --force
cd ..
sudo wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo apt-get update
sudo apt-get install clang-$GITHUB_CLANG_VERSION libc++-$GITHUB_CLANG_VERSION-dev libc++abi-$GITHUB_CLANG_VERSION-dev
sudo apt-get install mesa-common-dev libxi-dev libxxf86vm-dev
# For dawn
sudo apt-get install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libx11-xcb-dev
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-${GITHUB_CLANG_VERSION} 100
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-${GITHUB_CLANG_VERSION} 100
set +xe
+23
View File
@@ -0,0 +1,23 @@
name: 'Mac Preqrequisites'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Set up Homebrew
id: set-up-homebrew
uses: Homebrew/actions/setup-homebrew@master
- name: Set up Python
uses: actions/setup-python@v5
with:
python-version: '3.x'
- name: Cache Brew
id: brew-cache
uses: actions/cache@v4 # Use a specific version
with:
path: $HOME/Library/Caches/Homebrew
key: ${{ runner.os }}-brew-20250424
- name: Install Mac Prerequisites
shell: bash
run: |
# Install ninja
source ./build/common/get-ninja.sh
+16
View File
@@ -0,0 +1,16 @@
name: 'Web Preqrequisites'
runs:
using: "composite"
steps:
- uses: ./.github/actions/dep-versions
- name: Cache EMSDK
id: emsdk-cache
uses: actions/cache@v4 # Use a specific version
with:
path: emsdk
key: ${{ runner.os }}-emsdk-${{ env.GITHUB_EMSDK_VERSION }}
- name: Install Web Prerequisites
shell: bash
run: |
bash ./build/common/get-emscripten.sh
echo "EMSDK=$PWD/emsdk" >> $GITHUB_ENV
+4 -1
View File
@@ -12,10 +12,13 @@ jobs:
name: build-android
# We intentially use a larger runner here to enable larger disk space
# (standard linux runner will fail on disk space and faster build time).
runs-on: ubuntu-22.04-32core
runs-on: 'ubuntu-24.04-32core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run Android Continuous
uses: ./.github/actions/android-continuous
with:
+3
View File
@@ -14,6 +14,9 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh continuous
+4 -1
View File
@@ -10,10 +10,13 @@ on:
jobs:
build-linux:
name: build-linux
runs-on: ubuntu-22.04-16core
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh continuous
+4 -1
View File
@@ -14,6 +14,9 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/mac && printf "y" | ./build.sh continuous
@@ -23,4 +26,4 @@ jobs:
path: out/filament-release-darwin.tgz
- name: Check public headers
run: |
build/common/check-headers.sh out/release/filament/include
test/check-headers/test.sh out/release/filament/include
+82 -25
View File
@@ -9,20 +9,32 @@ on:
- main
jobs:
build-desktop:
name: build-desktop
runs-on: ${{ matrix.os }}
strategy:
matrix:
os: [macos-14-xlarge, ubuntu-22.04-16core]
build-desktop-mac:
name: build-mac
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
cd build/$WORKFLOW_OS && printf "y" | ./build.sh presubmit
cd build/mac && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
build-desktop-linux:
name: build-linux
runs-on: ubuntu-22.04-16core
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: |
cd build/linux && printf "y" | ./build.sh presubmit
- name: Test material parser
run: |
out/cmake-release/filament/test/test_material_parser
@@ -33,6 +45,8 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- name: Run build script
run: |
build\windows\build-github.bat presubmit
@@ -40,10 +54,13 @@ jobs:
build-android:
name: build-android
runs-on: ubuntu-22.04-16core
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
@@ -60,6 +77,9 @@ jobs:
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Run build script
run: |
cd build/ios && printf "y" | ./build.sh presubmit
@@ -69,17 +89,21 @@ jobs:
build-web:
name: build-web
runs-on: ubuntu-22.04-16core
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh presubmit
validate-docs:
name: validate-docs
runs-on: ubuntu-22.04-4core
runs-on: 'ubuntu-24.04-4core'
steps:
- uses: actions/checkout@v4.1.6
with:
@@ -92,27 +116,60 @@ jobs:
test-renderdiff:
name: test-renderdiff
runs-on: ubuntu-22.04-4core
runs-on: macos-14-xlarge
steps:
- uses: actions/checkout@v4.1.6
- uses: ./.github/actions/ubuntu-apt-add-src
- name: Run script
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Cache Mesa and deps
id: mesa-cache
uses: actions/cache@v4
with:
path: mesa
key: ${{ runner.os }}-mesa-deps-2-${{ vars.MESA_VERSION }}
- name: Prerequisites
id: prereqs
run: |
echo "Disabled renderdiff due to Mesa -> Currently planned outage: 2025-03-16 -> 2025-03-22"
# source ./build/linux/ci-common.sh && bash test/renderdiff/test.sh
bash build/common/get-mesa.sh
pip install tifffile numpy
- name: Run Test
run: bash test/renderdiff/test.sh
- uses: actions/upload-artifact@v4
with:
name: presubmit-renderdiff-result
path: ./out/renderdiff_tests
validate-wgsl-pipeline:
name: validate-wgsl-pipeline
runs-on: ubuntu-22.04-4core
validate-wgsl-webgpu:
name: validate-wgsl-webgpu
runs-on: 'ubuntu-24.04-8core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- name: Run build script
run: source ./build/linux/ci-common.sh && ./build.sh -W debug test_filamat
run: ./build.sh -W debug test_filamat filament
- 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*
test-code-correctness:
name: test-code-correctness
runs-on: 'macos-14-xlarge'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/mac-prereq
- name: Install clang-tidy and deps
run: |
pip install pyyaml
brew install llvm@${GITHUB_LLVM_VERSION}
sudo ln -s "$(brew --prefix llvm)@${GITHUB_LLVM_VERSION}/bin/clang-tidy" "/usr/local/bin/clang-tidy"
- name: Run build script
# We need to build before clang-tidy can run analysis
run: |
# This will build for all three desktop backends on mac
./build.sh -p desktop debug gltf_viewer
- name: Run test
run: bash test/code-correctness/test.sh
+50 -14
View File
@@ -29,15 +29,11 @@ on:
types: [created]
jobs:
build-desktop:
name: build-desktop
runs-on: ${{ matrix.os }}
build-linux:
name: build-linux
runs-on: ubuntu-22.04-32core
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
strategy:
matrix:
os: [macos-14-xlarge, ubuntu-22.04-32core]
steps:
- name: Decide Git ref
id: git_ref
@@ -49,15 +45,48 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/linux-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
cd build/$WORKFLOW_OS && printf "y" | ./build.sh release
cd build/linux && printf "y" | ./build.sh release
cd ../..
if [ -f out/filament-release-darwin.tgz ]; then mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz; fi;
if [ -f out/filament-release-linux.tgz ]; then mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz; fi;
mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz
- uses: actions/github-script@v6
env:
TAG: ${{ steps.git_ref.outputs.tag }}
with:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create('out/*.tgz');
await upload({ github, context }, await globber.glob(), TAG);
build-mac:
name: build-mac
runs-on: macos-14-xlarge
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
steps:
- name: Decide Git ref
id: git_ref
run: |
REF=${RELEASE_TAG:-${GITHUB_REF}}
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/mac-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
run: |
cd build/mac && printf "y" | ./build.sh release
cd ../..
mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz
- uses: actions/github-script@v6
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -70,7 +99,7 @@ jobs:
build-web:
name: build-web
runs-on: ubuntu-22.04-16core
runs-on: 'ubuntu-24.04-16core'
if: github.event_name == 'release' || github.event.inputs.platform == 'web'
steps:
@@ -84,6 +113,8 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -103,7 +134,7 @@ jobs:
build-android:
name: build-android
runs-on: ubuntu-22.04-16core
runs-on: 'ubuntu-24.04-16core'
if: github.event_name == 'release' || github.event.inputs.platform == 'android'
steps:
@@ -121,6 +152,7 @@ jobs:
with:
distribution: 'temurin'
java-version: '17'
- uses: ./.github/actions/linux-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
@@ -131,6 +163,9 @@ jobs:
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
cd out/android-release/filament
tar -czf ../../filament-${TAG}-android-native.tgz .
cd ../../..
- name: Sign sample-gltf-viewer
run: |
echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
@@ -152,7 +187,7 @@ jobs:
script: |
const upload = require('./build/common/upload-release-assets');
const { TAG } = process.env;
const globber = await glob.create(['out/*.aar', 'out/*.apk'].join('\n'));
const globber = await glob.create(['out/*.aar', 'out/*.apk', 'out/*.tgz'].join('\n'));
await upload({ github, context }, await globber.glob(), TAG);
build-ios:
@@ -171,6 +206,7 @@ jobs:
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: ./.github/actions/mac-prereq
- name: Run build script
env:
TAG: ${{ steps.git_ref.outputs.tag }}
+5 -1
View File
@@ -10,10 +10,14 @@ on:
jobs:
build-web:
name: build-web
runs-on: ubuntu-22.04-16core
runs-on: 'ubuntu-24.04-16core'
steps:
- uses: actions/checkout@v4.1.6
with:
fetch-depth: 0
- uses: ./.github/actions/linux-prereq
- uses: ./.github/actions/web-prereq
- name: Run build script
run: |
cd build/web && printf "y" | ./build.sh continuous
+2
View File
@@ -363,6 +363,8 @@ python ./emsdk.py activate latest
source ./emsdk_env.sh
```
Alternatively, you can try running the script `build/common/get-emscripten.sh`.
After this you can invoke the [easy build](#easy-build) script as follows:
```shell
+16 -6
View File
@@ -139,14 +139,14 @@ else()
set(LINUX FALSE)
endif()
if (LINUX)
if (NOT FILAMENT_OSMESA_PATH STREQUAL "")
if (NOT EXISTS ${FILAMENT_OSMESA_PATH}/)
message(FATAL_ERROR "Cannot find specified OSMesa build directory: ${FILAMENT_OSMESA_PATH}")
endif()
set(FILAMENT_SUPPORTS_OSMESA TRUE)
if (NOT FILAMENT_OSMESA_PATH STREQUAL "")
if (NOT EXISTS ${FILAMENT_OSMESA_PATH}/)
message(FATAL_ERROR "Cannot find specified OSMesa build directory: ${FILAMENT_OSMESA_PATH}")
endif()
set(FILAMENT_SUPPORTS_OSMESA TRUE)
endif()
if (LINUX)
if (FILAMENT_SUPPORTS_WAYLAND)
add_definitions(-DFILAMENT_SUPPORTS_WAYLAND)
set(FILAMENT_SUPPORTS_X11 FALSE)
@@ -184,6 +184,12 @@ if (NOT ANDROID AND NOT WEBGL AND NOT IOS AND NOT FILAMENT_LINUX_IS_MOBILE)
set(IS_HOST_PLATFORM TRUE)
endif()
if (APPLE)
if (FILAMENT_SUPPORTS_OSMESA)
add_definitions(-DFILAMENT_SUPPORTS_OSMESA)
endif()
endif()
if (WIN32)
# Link statically against c/c++ lib to avoid missing redistriburable such as
# "VCRUNTIME140.dll not found. Try reinstalling the app.", but give users
@@ -328,6 +334,9 @@ if (MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} /W0 /Zc:__cplusplus")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_STANDARD} -fstrict-aliasing -Wno-unknown-pragmas -Wno-unused-function -Wno-deprecated-declarations")
if (APPLE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-nullability-extension")
endif()
endif()
if (FILAMENT_USE_EXTERNAL_GLES3)
@@ -792,6 +801,7 @@ add_subdirectory(${EXTERNAL}/draco/tnt)
add_subdirectory(${EXTERNAL}/jsmn/tnt)
add_subdirectory(${EXTERNAL}/stb/tnt)
add_subdirectory(${EXTERNAL}/getopt)
add_subdirectory(${EXTERNAL}/perfetto/tnt)
# Note that this has to be placed after mikktspace in order for combine_static_libs to work.
add_subdirectory(${LIBRARIES}/geometry)
+2 -2
View File
@@ -31,7 +31,7 @@ repositories {
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.58.0'
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:
```shell
pod 'Filament', '~> 1.58.0'
pod 'Filament', '~> 1.60.1'
```
## Documentation
+40
View File
@@ -7,6 +7,46 @@ A new header is inserted each time a *tag* is created.
Instead, if you are authoring a PR for the main branch, add your release note to
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
## v1.61.0
- 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
## v1.59.3
## v1.59.2
- Fix build/compile errors when upgrading to MacOS 15.4
## v1.59.1
## v1.59.0
- materials: five custom variables (varyings) are now available on the condition that the `color` attribute is not requested (b/404930099). [⚠️ **New Material Version**]
## v1.58.2
- engine: Generate 1D instead of 3D LUTs for color grading whenever possible.
## v1.58.1
@@ -142,6 +142,12 @@ abstract class MaterialCompiler extends TaskWithBinary {
if (!exclude_vulkan) {
matcArgs += ['-a', 'vulkan']
}
def include_webgpu = providers
.gradleProperty("com.google.android.filament.include-webgpu")
.forUseAtConfigurationTime().present
if (include_webgpu) {
matcArgs += ['-a', 'webgpu', '--variant-filter=skinning,stereo']
}
def mat_no_opt = providers
.gradleProperty("com.google.android.filament.matnopt")
+6
View File
@@ -26,6 +26,10 @@ add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(perfetto STATIC IMPORTED)
set_target_properties(perfetto PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libperfetto.a)
add_library(filabridge STATIC IMPORTED)
set_target_properties(filabridge PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilabridge.a)
@@ -40,6 +44,7 @@ set_target_properties(shaders PROPERTIES IMPORTED_LOCATION
set(FILAMAT_INCLUDE_DIRS
../../libs/utils/include
../../third_party/perfetto
)
include_directories(${FILAMENT_DIR}/include)
@@ -55,6 +60,7 @@ target_link_libraries(filamat-jni
filabridge
shaders
utils
perfetto
log
smol-v
$<$<STREQUAL:${FILAMENT_SUPPORTS_WEBGPU},ON>:tint>
+6
View File
@@ -21,6 +21,10 @@ add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(perfetto STATIC IMPORTED)
set_target_properties(perfetto PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libperfetto.a)
add_library(ibl-lite STATIC IMPORTED)
set_target_properties(ibl-lite PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libibl-lite.a)
@@ -123,6 +127,7 @@ target_link_libraries(filament-jni
PRIVATE android
PRIVATE jnigraphics
PRIVATE utils
PRIVATE perfetto
# libgeometry is PUBLIC because gltfio uses it.
PUBLIC geometry
@@ -141,6 +146,7 @@ target_include_directories(filament-jni PRIVATE
${FILAMENT_DIR}/include
../../filament/backend/include
../../third_party/robin-map
../../third_party/perfetto
../../libs/utils/include)
# Force a relink when the version script is changed:
@@ -46,9 +46,8 @@ import static com.google.android.filament.Asserts.assertFloat4In;
*
* <h1>Performance</h1>
*
* Creating a new ColorGrading object may be more expensive than other Filament objects as a
* 3D LUT may need to be generated. The generation of a 3D LUT, if necessary, may happen on
* the CPU.
* Creating a new ColorGrading object may be more expensive than other Filament objects as a LUT may
* need to be generated. The generation of this LUT, if necessary, may happen on the CPU.
*
* <h1>Ordering</h1>
*
@@ -160,6 +159,10 @@ public class ColorGrading {
* quality level will use a 32x32x32 10 bit LUT, a high quality will use a 32x32x32 16 bit
* LUT, and a ultra quality will use a 64x64x64 16 bit LUT.
*
* This setting has no effect if generating a 1D LUT.
*
* This overrides the values set by format() and dimensions().
*
* The default quality is {@link QualityLevel#MEDIUM}.
*
* @param qualityLevel The desired quality of the color grading process
@@ -175,6 +178,8 @@ public class ColorGrading {
* When color grading is implemented using a 3D LUT, this sets the texture format of
* of the LUT. This overrides the value set by quality().
*
* This setting has no effect if generating a 1D LUT.
*
* The default is INTEGER
*
* @param format The desired format of the 3D LUT.
@@ -190,6 +195,8 @@ public class ColorGrading {
* When color grading is implemented using a 3D LUT, this sets the dimension of the LUT.
* This overrides the value set by quality().
*
* This setting has no effect if generating a 1D LUT.
*
* The default is 32
*
* @param dim The desired dimension of the LUT. Between 16 and 64.
@@ -616,4 +623,3 @@ public class ColorGrading {
private static native long nBuilderBuild(long nativeBuilder, long nativeEngine);
}
@@ -31,8 +31,6 @@ package com.google.android.filament;
* <li>DisplayRangeToneMapper</li>
* </ul>
* </ul>
*
* You can create custom tone mapping operators by subclassing ToneMapper.
*/
public class ToneMapper {
private final long mNativeObject;
@@ -1801,6 +1801,22 @@ public class View {
* @see setAmbientOcclusionOptions()
*/
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.
*/
@@ -1810,7 +1826,8 @@ public class View {
*/
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;
/**
@@ -1826,12 +1843,12 @@ public class View {
*/
public float bilateralThreshold = 0.05f;
/**
* affects # of samples used for AO.
* affects # of samples used for AO and params for filtering
*/
@NonNull
public QualityLevel quality = QualityLevel.LOW;
/**
* affects AO smoothness
* affects AO smoothness. Recommend setting to HIGH when aoType set to GTAO.
*/
@NonNull
public QualityLevel lowPassFilter = QualityLevel.MEDIUM;
@@ -1849,7 +1866,7 @@ public class View {
*/
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;
/**
@@ -1904,6 +1921,19 @@ public class View {
*/
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;
/**
+6 -1
View File
@@ -35,6 +35,10 @@ add_library(utils STATIC IMPORTED)
set_target_properties(utils PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libutils.a)
add_library(perfetto STATIC IMPORTED)
set_target_properties(perfetto PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libperfetto.a)
add_library(uberzlib STATIC IMPORTED)
set_target_properties(uberzlib PROPERTIES IMPORTED_LOCATION
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libuberzlib.a)
@@ -121,6 +125,7 @@ set(GLTFIO_INCLUDE_DIRS
../../third_party/meshoptimizer/src
../../third_party/robin-map
../../third_party/stb
../../third_party/perfetto
../../libs/utils/include
../../libs/ktxreader/include
)
@@ -129,7 +134,7 @@ add_library(gltfio-jni SHARED ${GLTFIO_SRCS})
target_include_directories(gltfio-jni PRIVATE ${GLTFIO_INCLUDE_DIRS})
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.symbols)
set_target_properties(gltfio-jni PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgltfio-jni.map)
target_link_libraries(gltfio-jni filament-jni utils uberzlib log stb ktxreader basis_transcoder zstd uberarchive)
target_link_libraries(gltfio-jni filament-jni utils perfetto uberzlib log stb ktxreader basis_transcoder zstd uberarchive)
target_link_libraries(gltfio-jni dracodec meshoptimizer)
target_compile_definitions(gltfio-jni PUBLIC GLTFIO_DRACO_SUPPORTED=1)
target_include_directories(gltfio-jni PRIVATE ${DRACO_DIR}/src)
+1 -1
View File
@@ -1,5 +1,5 @@
GROUP=com.google.android.filament
VERSION_NAME=1.58.0
VERSION_NAME=1.60.1
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
+5 -12
View File
@@ -151,7 +151,7 @@ function print_fgviewer_help {
}
# Unless explicitly specified, NDK version will be selected as highest available version within same major release chain
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/build/android/ndk.version | cut -f 1 -d ".")}
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/build/common/versions | grep GITHUB_NDK_VERSION | sed s/GITHUB_NDK_VERSION=//g | cut -f 1 -d ".")}
# Requirements
CMAKE_MAJOR=3
@@ -200,8 +200,9 @@ WEBGPU_ANDROID_GRADLE_OPTION=""
EGL_ON_LINUX_OPTION="-DFILAMENT_SUPPORTS_EGL_ON_LINUX=OFF"
MATDBG_OPTION="-DFILAMENT_ENABLE_MATDBG=OFF"
FGVIEWER_OPTION="-DFILAMENT_ENABLE_FGVIEWER=OFF"
MATDBG_GRADLE_OPTION=""
FGVIEWER_OPTION="-DFILAMENT_ENABLE_FGVIEWER=OFF"
FGVIEWER_GRADLE_OPTION=""
MATOPT_OPTION=""
MATOPT_GRADLE_OPTION=""
@@ -462,16 +463,6 @@ function ensure_android_build {
echo "Error: Android NDK side-by-side version ${FILAMENT_NDK_VERSION} or compatible must be installed, exiting"
exit 1
fi
local cmake_version=$(cmake --version)
if [[ "${cmake_version}" =~ ([0-9]+)\.([0-9]+)\.[0-9]+ ]]; then
if [[ "${BASH_REMATCH[1]}" -lt "${CMAKE_MAJOR}" ]] || \
[[ "${BASH_REMATCH[2]}" -lt "${CMAKE_MINOR}" ]]; then
echo "Error: cmake version ${CMAKE_MAJOR}.${CMAKE_MINOR}+ is required," \
"${BASH_REMATCH[1]}.${BASH_REMATCH[2]} installed, exiting"
exit 1
fi
fi
}
function build_android {
@@ -533,6 +524,7 @@ function build_android {
${VULKAN_ANDROID_GRADLE_OPTION} \
${WEBGPU_ANDROID_GRADLE_OPTION} \
${MATDBG_GRADLE_OPTION} \
${FGVIEWER_GRADLE_OPTION} \
${MATOPT_GRADLE_OPTION} \
:filament-android:assembleDebug \
:gltfio-android:assembleDebug \
@@ -584,6 +576,7 @@ function build_android {
${VULKAN_ANDROID_GRADLE_OPTION} \
${WEBGPU_ANDROID_GRADLE_OPTION} \
${MATDBG_GRADLE_OPTION} \
${FGVIEWER_GRADLE_OPTION} \
${MATOPT_GRADLE_OPTION} \
:filament-android:assembleRelease \
:gltfio-android:assembleRelease \
+7 -37
View File
@@ -1,28 +1,6 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
set -e
set -x
@@ -30,30 +8,22 @@ set -x
UNAME=`echo $(uname)`
LC_UNAME=`echo $UNAME | tr '[:upper:]' '[:lower:]'`
FILAMENT_ANDROID_CI_BUILD=true
# build-common.sh will generate the following variables:
# $GENERATE_ARCHIVES
# $BUILD_DEBUG
# $BUILD_RELEASE
source `dirname $0`/../common/ci-common.sh
if [[ "$LC_UNAME" == "linux" ]]; then
source `dirname $0`/../linux/ci-common.sh
elif [[ "$LC_UNAME" == "darwin" ]]; then
source `dirname $0`/../mac/ci-common.sh
fi
source `dirname $0`/../common/build-common.sh
if [[ "$GITHUB_WORKFLOW" ]]; then
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
if [[ "$java_version" < 17 ]]; then
echo "Android builds require Java 17, found version ${java_version} instead"
exit 0
exit 1
fi
fi
# Unless explicitly specified, NDK version will be set to match exactly the required one
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/ndk.version)}
FILAMENT_NDK_VERSION=${GITHUB_NDK_VERSION:-27.0.11718014}
(! grep "${FILAMENT_NDK_VERSION}" `dirname $0`/../../android/build.gradle > /dev/null) &&
echo "Mismatch of NDK versions: want ${FILAMENT_NDK_VERSION} and not found in android/build.gradle" &&
exit 1
# Install the required NDK version specifically (if not present)
if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
-1
View File
@@ -1 +0,0 @@
27.0.11718014
+15
View File
@@ -1,5 +1,20 @@
#!/bin/bash
# build-common.sh will generate the following variables:
# $GENERATE_ARCHIVES
# $BUILD_DEBUG
# $BUILD_RELEASE
# Typically a build script (build.sh) would source this script. For example,
# source `dirname $0`/../common/build-common.sh
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
if [[ ! "$TARGET" ]]; then
if [[ "$1" ]]; then
TARGET=$1
-65
View File
@@ -1,65 +0,0 @@
#!/usr/bin/env bash
set -e
function print_help {
local SELF_NAME
SELF_NAME=$(basename "$0")
echo "$SELF_NAME. Check that public headers compile independently."
echo ""
echo "Usage:"
echo " $SELF_NAME <public include directory>"
echo ""
echo "Example:"
echo " $SELF_NAME out/release/filament/include"
echo ""
echo "Dependencies: clang"
echo ""
echo "Options:"
echo " -h"
echo " Print this help message and exit."
}
while getopts "h" opt; do
case ${opt} in
h)
print_help
exit 0
;;
*)
print_help
exit 1
;;
esac
done
shift $((OPTIND - 1))
if [[ "$#" -ne 1 ]]; then
print_help
exit 1
fi
FILAMENT_HEADERS="$1"
includes=()
pushd "$FILAMENT_HEADERS" >/dev/null
for f in $(find . -name '*.h'); do
# Ignore platform headers. These may contain platform-specific includes.
if [[ "$f" == *backend/platforms/* ]]; then
continue
fi
include_path="${f#./}" # strip leading ./
includes+=("${include_path}")
done
popd >/dev/null
rm -rf out/check-headers
mkdir -p out/check-headers
echo "Checking that public headers compile independently..."
for include in "${includes[@]}"; do
echo "Checking ${include}"
echo "#include <${include}>" >> out/check-headers/temp.cpp
clang -std=c++17 -I "${FILAMENT_HEADERS}" out/check-headers/temp.cpp -c -o /dev/null
done
echo "Done!"
+19
View File
@@ -0,0 +1,19 @@
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
if [[ "$GITHUB_WORKFLOW" ]]; then
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
fi
-6
View File
@@ -1,6 +0,0 @@
#!/bin/bash
if [[ "$GITHUB_WORKFLOW" ]]; then
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
CONTINUOUS_INTEGRATION=true
fi
+22
View File
@@ -0,0 +1,22 @@
#!/bin/bash
if [ -d "./emsdk" ]; then
echo "emsdk folder found. Assume emsdk has been installed."
cd emsdk
./emsdk activate latest
source ./emsdk_env.sh
export EMSDK="$PWD"
cd ..
exit 0
fi
# Install emscripten.
EMSDK_VERSION=${GITHUB_EMSDK_VERSION-3.1.60}
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/${EMSDK_VERSION}.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
export EMSDK="$PWD"
cd ..
+150
View File
@@ -0,0 +1,150 @@
# Copyright (C) 2024 The Android Open Source Project
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#!/usr/bin/bash
set -e
if [[ "$GITHUB_WORKFLOW" ]]; then
set -x
fi
OS_NAME=$(uname -s)
LLVM_VERSION=${GITHUB_LLVM_VERSION-16}
MESA_VERSION=${GITHUB_MESA_VERSION-24.2.1}
ORIG_DIR=$(pwd)
MESA_DIR=${MESA_DIR-${ORIG_DIR}/mesa}
if [[ "$OS_NAME" == "Linux" ]]; then
sudo apt install python3-venv
fi
# Install python deps
python3 -m venv ${ORIG_DIR}/venv
source ${ORIG_DIR}/venv/bin/activate
NEEDED_PYTHON_DEPS=("mako" "setuptools" "pyyaml")
for cmd in "${NEEDED_PYTHON_DEPS[@]}"; do
if ! python3 -m pip show -q "${cmd}" >/dev/null 2>&1; then
python3 -m pip install ${cmd}
fi
done
deactivate
# Install system deps
if [[ "$OS_NAME" == "Linux" ]]; then
if [[ "$GITHUB_WORKFLOW" ]]; then
# We only want to do this if it is a CI machine.
sudo apt-get -y remove llvm-*
# We do a manual install of dependencies instead of `apt-get -y build-dep mesa`
# because this allows us to compile an older mesa, and also because build-deps
# is constantly being updated and sometimes not compatible with the current
# linux platform.
# Note that we assume this platform is compatible with ubuntu-22.04 x86_64
sudo apt-get -y install \
autoconf automake autopoint autotools-dev bindgen bison build-essential bzip2 cpp cpp-11 debhelper debugedit dh-autoreconf dh-strip-nondeterminism diffstat directx-headers-dev dpkg-dev dwz flex g++ g++-11 gcc gcc-11 gcc-11-base:amd64 gettext glslang-tools icu-devtools intltool-debian lib32gcc-s1 lib32stdc++6 libarchive-zip-perl libasan6:amd64 libatomic1:amd64 libc-dev-bin libc6-dbg:amd64 libc6-dev:amd64 libc6-i386 libcc1-0:amd64 libclang-${GITHUB_CLANG_VERSION}-dev libclang-common-${GITHUB_CLANG_VERSION}-dev libclang-cpp${GITHUB_CLANG_VERSION} libclang-cpp${GITHUB_CLANG_VERSION}-dev libclang1-14 libclang1-${GITHUB_CLANG_VERSION} libclc-${GITHUB_CLANG_VERSION} libclc-${GITHUB_CLANG_VERSION}-dev libcrypt-dev:amd64 libdebhelper-perl libdpkg-perl libdrm-amdgpu1:amd64 libdrm-dev:amd64 libdrm-intel1:amd64 libdrm-nouveau2:amd64 libdrm-radeon1:amd64 libelf-dev:amd64 libexpat1-dev:amd64 libffi-dev:amd64 libfile-stripnondeterminism-perl libgc1:amd64 libgcc-11-dev:amd64 libgl1:amd64 libgl1-mesa-dri:amd64 libglapi-mesa:amd64 libglvnd-core-dev:amd64 libglvnd0:amd64 libglx-mesa0:amd64 libglx0:amd64 libgomp1:amd64 libicu-dev:amd64 libisl23:amd64 libitm1:amd64 libllvm14:amd64 libllvm${GITHUB_CLANG_VERSION}:amd64 libllvmspirvlib-${GITHUB_CLANG_VERSION}-dev:amd64 libllvmspirvlib${GITHUB_CLANG_VERSION}:amd64 liblsan0:amd64 libmpc3:amd64 libncurses-dev:amd64 libnsl-dev:amd64 libobjc-11-dev:amd64 libobjc4:amd64 libpciaccess-dev:amd64 libpciaccess0f:amd64 libpfm4:amd64 libpthread-stubs0-dev:amd64 libquadmath0:amd64 libsensors-config libsensors-dev:amd64 libsensors5:amd64 libset-scalar-perl libstd-rust-1.75:amd64 libstd-rust-dev:amd64 libstdc++-11-dev:amd64 libsub-override-perl libtinfo-dev:amd64 libtirpc-dev:amd64 libtool libtsan0:amd64 libubsan1:amd64 libva-dev:amd64 libva-drm2:amd64 libva-glx2:amd64 libva-wayland2:amd64 libva-x11-2:amd64 libva2:amd64 libvdpau-dev:amd64 libvdpau1:amd64 libvulkan-dev:amd64 libvulkan1:amd64 libwayland-bin libwayland-client0:amd64 libwayland-cursor0:amd64 libwayland-dev:amd64 libwayland-egl-backend-dev:amd64 libwayland-egl1:amd64 libwayland-server0:amd64 libx11-dev:amd64 libx11-xcb-dev:amd64 libx11-xcb1:amd64 libxau-dev:amd64 libxcb-dri2-0:amd64 libxcb-dri2-0-dev:amd64 libxcb-dri3-0:amd64 libxcb-dri3-dev:amd64 libxcb-glx0:amd64 libxcb-glx0-dev:amd64 libxcb-present-dev:amd64 libxcb-present0:amd64 libxcb-randr0:amd64 libxcb-randr0-dev:amd64 libxcb-render0:amd64 libxcb-render0-dev:amd64 libxcb-shape0:amd64 libxcb-shape0-dev:amd64 libxcb-shm0:amd64 libxcb-shm0-dev:amd64 libxcb-sync-dev:amd64 libxcb-sync1:amd64 libxcb-xfixes0:amd64 libxcb-xfixes0-dev:amd64 libxcb1-dev:amd64 libxdmcp-dev:amd64 libxext-dev:amd64 libxfixes-dev:amd64 libxfixes3:amd64 libxml2-dev:amd64 libxrandr-dev:amd64 libxrandr2:amd64 libxrender-dev:amd64 libxrender1:amd64 libxshmfence-dev:amd64 libxshmfence1:amd64 libxxf86vm-dev:amd64 libxxf86vm1:amd64 libz3-4:amd64 libz3-dev:amd64 libzstd-dev:amd64 linux-libc-dev:amd64 llvm-${LLVM_VERSION} llvm-${LLVM_VERSION}-dev llvm-${LLVM_VERSION}-linker-tools llvm-${LLVM_VERSION}-runtime llvm-${LLVM_VERSION}-tools llvm-spirv-${LLVM_VERSION} lto-disabled-list m4 make meson ninja-build pkg-config po-debconf python3-mako python3-ply python3-pygments quilt rpcsvc-proto rustc spirv-tools valgrind wayland-protocols x11proto-dev xorg-sgml-doctools xtrans-dev zlib1g-dev:amd64 \
clang-$GITHUB_CLANG_VERSION libc++-$GITHUB_CLANG_VERSION-dev libc++abi-$GITHUB_CLANG_VERSION-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
else
set +e
sudo apt-get -y build-dep mesa
sudo apt -y remove llvm-18 llvm-18-* llvm-19 llvm-19-*
set -e
CURRENT_CLANG_VERSION=$(clang --version | head -n 1 | awk '{ print $4 }' | awk 'BEGIN { FS="\\." } { print $1 }')
CLANG_VERSION=${CURRENT_CLANG_VERSION:-${LLVM_VERSION}}
sudo apt-get -y install clang-${CLANG_VERSION} \
libc++-${CLANG_VERSION}-dev \
libc++abi-${CLANG_VERSION}-dev \
llvm-${LLVM_VERSION} \
llvm-${LLVM_VERSION}-{dev,tools,runtime}
! command -v clang > /dev/null 2>&1 && \
sudo ln -s /usr/bin/clang-${CLANG_VERSION} /usr/bin/clang && \
sudo ln -s /usr/bin/clang++-${CLANG_VERSION} /usr/bin/clang++
fi # [[ "$GITHUB_WORKFLOW" ]]
elif [[ "$OS_NAME" == "Darwin" ]]; then
if [[ ! "$GITHUB_WORKFLOW" ]]; then
if [ ! command -v brew > /dev/null 2>&1 ]; then
echo "Error: need to install homebrew to continue"
exit 1
fi
fi
HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK=true brew install autoconf automake libx11 libxext libxrandr llvm@${LLVM_VERSION} ninja meson pkg-config libxshmfence
fi # [[ "$OS_NAME" == x ]]
LOCAL_LDFLAGS=${LDFLAGS}
LOCAL_CPPFLAGS=${CPPFLAGS}
LOCAL_PATH=${PATH}
LOCAL_CXX=$(which clang++)
LOCAL_CC=$(which clang)
CHECKOUT_MESA=false
if [[ -d "${MESA_DIR}" ]]; then
cd ${MESA_DIR}
if ! git fsck --connectivity-only > /dev/null 2>&1; then
echo "git fsck failed for mesa; try redownloading"
CHECKOUT_MESA=true;
fi
cd ..;
else
CHECKOUT_MESA=true
fi
if [[ "$CHECKOUT_MESA" = "true" ]]; then
rm -rf ${MESA_DIR}
git clone https://gitlab.freedesktop.org/mesa/mesa.git
if [[ "${MESA_DIR}" != "${ORIG_DIR}/mesa" ]]; then
mv mesa ${MESA_DIR}
fi
fi
pushd .
cd ${MESA_DIR}
# Need >= 24 to have llvmpipe for swrast. llvmpipe is needed for GL >= 4.1.
git checkout mesa-${MESA_VERSION}
mkdir -p out
source ${ORIG_DIR}/venv/bin/activate
if [[ "$OS_NAME" == "Darwin" ]]; then
LOCAL_LDFLAGS="-L/opt/homebrew/opt/llvm@${LLVM_VERSION}/lib"
LOCAL_CPPFLAGS="-I/opt/homebrew/opt/llvm@${LLVM_VERSION}/include -I/opt/homebrew/include"
LOCAL_PATH=${PATH}:/opt/homebrew/opt/llvm@${LLVM_VERSION}/bin
# This is necessary to be able to build vk (lavapipe) on macOS. Doesn't seem like a real dependency.
sed -I '' "s/error('Vulkan drivers require dri3 for X11 support')//g" meson.build
fi
# -Dosmesa=true => builds OSMesa, which is an offscreen GL context
# -Dgallium-drivers=swrast => builds GL software rasterizer
# -Dvulkan-drivers=swrast => builds VK software rasterizer
# -Dgallium-drivers=llvmpipe is needed for GL >= 4.1 pipe-screen (see src/gallium/auxiliary/target-helpers/inline_sw_helper.h)
CXX=${LOCAL_CXX} CC=${LOCAL_CC} PATH=${LOCAL_PATH} LDFLAGS=${LOCAL_LDFLAGS} CPPFLAGS=${LOCAL_CPPFLAGS} \
meson setup --wipe builddir/ -Dprefix="${MESA_DIR}/out" -Dglx=xlib -Dosmesa=true -Dgallium-drivers=llvmpipe,swrast -Dvulkan-drivers=swrast
CXX=${LOCAL_CXX} CC=${LOCAL_CC} PATH=${LOCAL_PATH} LDFLAGS=${LOCAL_LDFLAGS} CPPFLAGS=${LOCAL_CPPFLAGS} \
meson install -C builddir/
# Disable python venv
deactivate
popd
if [[ "$GITHUB_WORKFLOW" ]]; then
set +x
fi
set +e
+18
View File
@@ -0,0 +1,18 @@
#!/bin/bash
if [[ "$GITHUB_WORKFLOW" ]]; then
OS_NAME=$(uname -s)
NINJA_DL_DIR=/tmp/ninja-dl
NINJA_PLATFORM=
if [[ "$OS_NAME" == "Linux" ]]; then
NINJA_PLATFORM=linux
elif [[ "$OS_NAME" == "Darwin" ]]; then
NINJA_PLATFORM=mac
fi
curl -L -o /tmp/ninja-dl.zip https://github.com/ninja-build/ninja/releases/download/v${GITHUB_NINJA_VERSION}/ninja-${NINJA_PLATFORM}.zip
mkdir -p $NINJA_DL_DIR
unzip -q /tmp/ninja-dl.zip -d $NINJA_DL_DIR
chmod +x ${NINJA_DL_DIR}/ninja
# Install ninja globally for AGP
sudo cp ${NINJA_DL_DIR}/ninja /usr/local/bin/
fi
+7
View File
@@ -0,0 +1,7 @@
GITHUB_CLANG_VERSION=14
GITHUB_CMAKE_VERSION=3.19.5
GITHUB_NINJA_VERSION=1.10.2
GITHUB_MESA_VERSION=24.2.1
GITHUB_LLVM_VERSION=16
GITHUB_NDK_VERSION=27.0.11718014
GITHUB_EMSDK_VERSION=3.1.60
+1 -27
View File
@@ -1,36 +1,11 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
set -e
set -x
source `dirname $0`/../common/ci-common.sh
source `dirname $0`/ci-common.sh
source `dirname $0`/../common/build-common.sh
pushd `dirname $0`/../.. > /dev/null
# If we're generating an archive for release or continuous builds, then we'll also build for the
@@ -41,4 +16,3 @@ if [[ "${GENERATE_ARCHIVES}" ]]; then
fi
./build.sh -i -p ios -c $BUILD_SIMULATOR $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
-6
View File
@@ -1,6 +0,0 @@
#!/bin/bash
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
chmod +x ninja
export PATH="$PWD:$PATH"
+2 -30
View File
@@ -1,39 +1,11 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
set -e
set -x
# build-common.sh will generate the following variables:
# $GENERATE_ARCHIVES
# $BUILD_DEBUG
# $BUILD_RELEASE
source `dirname $0`/../common/ci-common.sh
source `dirname $0`/ci-common.sh
source `dirname $0`/../common/build-common.sh
pushd `dirname $0`/../.. > /dev/null
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
-38
View File
@@ -1,38 +0,0 @@
#!/bin/bash
# version of clang we want to use
export GITHUB_CLANG_VERSION=14
# version of CMake to use instead of the default one
export GITHUB_CMAKE_VERSION=3.19.5
# version of ninja to use
export GITHUB_NINJA_VERSION=1.10.2
# Steps for GitHub Workflows
if [[ "$GITHUB_WORKFLOW" ]]; then
# Install ninja
wget -q https://github.com/ninja-build/ninja/releases/download/v$GITHUB_NINJA_VERSION/ninja-linux.zip
unzip -q ninja-linux.zip
export PATH="$PWD:$PATH"
# Install CMake
mkdir -p cmake
cd cmake
sudo wget https://github.com/Kitware/CMake/releases/download/v$GITHUB_CMAKE_VERSION/cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
sudo chmod +x ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
sudo ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh --skip-license > /dev/null
sudo update-alternatives --install /usr/bin/cmake cmake $(pwd)/bin/cmake 1000 --force
cd ..
sudo wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo apt-get update
sudo apt-get install clang-$GITHUB_CLANG_VERSION libc++-$GITHUB_CLANG_VERSION-dev libc++abi-$GITHUB_CLANG_VERSION-dev
sudo apt-get install mesa-common-dev libxi-dev libxxf86vm-dev
# For dawn
sudo apt-get install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-${GITHUB_CLANG_VERSION} 100
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-${GITHUB_CLANG_VERSION} 100
fi
+2 -26
View File
@@ -1,35 +1,11 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
set -e
set -x
source `dirname $0`/../common/ci-common.sh
source `dirname $0`/ci-common.sh
source `dirname $0`/../common/build-common.sh
pushd `dirname $0`/../.. > /dev/null
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
-8
View File
@@ -1,8 +0,0 @@
#!/bin/bash
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
chmod +x ninja
# Install ninja globally for AGP
cp ninja /usr/local/bin
export PATH="$PWD:$PATH"
+8 -2
View File
@@ -31,10 +31,16 @@ set(DIST_ARCH arm64-v8a)
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
if (NOT FILAMENT_NDK_VERSION)
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
if(CMAKE_MATCH_1)
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
endif()
endif()
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
list(SORT NDK_VERSIONS)
list(GET NDK_VERSIONS -1 NDK_VERSION)
+8 -2
View File
@@ -32,10 +32,16 @@ set(DIST_ARCH armeabi-v7a)
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
if (NOT FILAMENT_NDK_VERSION)
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
if(CMAKE_MATCH_1)
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
endif()
endif()
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
list(SORT NDK_VERSIONS)
list(GET NDK_VERSIONS -1 NDK_VERSION)
+8 -2
View File
@@ -31,10 +31,16 @@ set(DIST_ARCH x86)
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
if (NOT FILAMENT_NDK_VERSION)
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
if(CMAKE_MATCH_1)
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
endif()
endif()
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
list(SORT NDK_VERSIONS)
list(GET NDK_VERSIONS -1 NDK_VERSION)
+8 -2
View File
@@ -31,10 +31,16 @@ set(DIST_ARCH x86_64)
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
if (NOT FILAMENT_NDK_VERSION)
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
if(CMAKE_MATCH_1)
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
endif()
endif()
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
list(SORT NDK_VERSIONS)
list(GET NDK_VERSIONS -1 NDK_VERSION)
+1 -25
View File
@@ -1,34 +1,10 @@
#!/bin/bash
# Usage: the first argument selects the build type:
# - release, to build release only
# - debug, to build debug only
# - continuous, to build release and debug
# - presubmit, for presubmit builds
#
# The default is release
echo "This script is intended to run in a CI environment and may modify your current environment."
echo "Please refer to BUILDING.md for more information."
read -r -p "Do you wish to proceed (y/n)? " choice
case "${choice}" in
y|Y)
echo "Build will proceed..."
;;
n|N)
exit 0
;;
*)
exit 0
;;
esac
source `dirname $0`/../common/ci-check.sh
set -e
set -x
source `dirname $0`/../common/ci-common.sh
source `dirname $0`/ci-common.sh
source `dirname $0`/../common/build-common.sh
pushd `dirname $0`/../.. > /dev/null
-23
View File
@@ -1,23 +0,0 @@
#!/bin/bash
if [ `uname` == "Linux" ];then
source `dirname $0`/../linux/ci-common.sh
elif [ `uname` == "Darwin" ];then
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
unzip -q ninja-mac.zip
else
echo "Unsupported OS"
exit 1
fi
chmod +x ninja
export PATH="$PWD:$PATH"
# Install emscripten.
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.60.zip > emsdk.zip
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
export EMSDK="$PWD"
cd ..
+1 -1
View File
File diff suppressed because one or more lines are too long
+36 -19
View File
@@ -166,7 +166,7 @@ This document is part of the <a href="https://github.com/google/filament">Filame
</p><ul>
<li class="minus"><a href="https://github.com/romainguy">Romain Guy</a>, <a href="https://twitter.com/romainguy">@romainguy</a>
</li>
<li class="minus"><a href="https://github.com/pixelflinger">Mathias Agopian</a>, <a href="https://twitter.com/darthmoosious">@darthmoosious</a></li></ul>
<li class="minus"><a href="https://github.com/pixelflinger">Mathias Agopian</a>, <a href="https://bsky.app/profile/pixelflinger.bsky.social">@pixelflinger</a></li></ul>
<p></p>
<a class="target" name="overview">&nbsp;</a><a class="target" name="overview">&nbsp;</a><a class="target" name="toc2">&nbsp;</a><h1>Overview</h1>
@@ -259,26 +259,27 @@ in <a href="#table_standardproperties">table&nbsp;1</a>.
</p><div class="table">
<table class="table"><tbody><tr><th style="text-align:right"> Property </th><th style="text-align:left"> Definition </th></tr>
<tr><td style="text-align:right"> <strong class="asterisk">baseColor</strong> </td><td style="text-align:left"> Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">metallic</strong> </td><td style="text-align:left"> Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">roughness</strong> </td><td style="text-align:left"> Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">metallic</strong> </td><td style="text-align:left"> Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">reflectance</strong> </td><td style="text-align:left"> Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">sheenColor</strong> </td><td style="text-align:left"> Strength of the sheen layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">sheenRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the sheen layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ambientOcclusion</strong> </td><td style="text-align:left"> Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoat</strong> </td><td style="text-align:left"> Strength of the clear coat layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the clear coat layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatNormal</strong> </td><td style="text-align:left"> A detail normal used to perturb the clear coat layer using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">anisotropy</strong> </td><td style="text-align:left"> Amount of anisotropy in either the tangent or bitangent direction </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">anisotropyDirection</strong> </td><td style="text-align:left"> Local surface direction in tangent space </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ambientOcclusion</strong> </td><td style="text-align:left"> Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">normal</strong> </td><td style="text-align:left"> A detail normal used to perturb the surface using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">bentNormal</strong> </td><td style="text-align:left"> A normal pointing in the average unoccluded direction. Can be used to improve indirect lighting quality </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatNormal</strong> </td><td style="text-align:left"> A detail normal used to perturb the clear coat layer using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">emissive</strong> </td><td style="text-align:left"> Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">postLightingColor</strong> </td><td style="text-align:left"> Additional color that can be blended with the result of the lighting computations. See <code>postLightingBlending</code> </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ior</strong> </td><td style="text-align:left"> Index of refraction, either for refractive objects or as an alternative to reflectance </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">transmission</strong> </td><td style="text-align:left"> Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">absorption</strong> </td><td style="text-align:left"> Absorption factor for refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">microThickness</strong> </td><td style="text-align:left"> Thickness of the thin layer of refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">thickness</strong> </td><td style="text-align:left"> Thickness of the solid volume of refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">sheenColor</strong> </td><td style="text-align:left"> Strength of the sheen layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">sheenRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the sheen layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">emissive</strong> </td><td style="text-align:left"> Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">normal</strong> </td><td style="text-align:left"> A detail normal used to perturb the surface using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">postLightingColor</strong> </td><td style="text-align:left"> Additional color that can be blended with the result of the lighting computations. See <code>postLightingBlending</code> </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">absorption</strong> </td><td style="text-align:left"> Absorption factor for refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">transmission</strong> </td><td style="text-align:left"> Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ior</strong> </td><td style="text-align:left"> Index of refraction, either for refractive objects or as an alternative to reflectance </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">microThickness</strong> </td><td style="text-align:left"> Thickness of the thin layer of refractive objects </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">bentNormal</strong> </td><td style="text-align:left"> A normal pointing in the average unoccluded direction. Can be used to improve indirect lighting quality </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">shadowStrength</strong> </td><td style="text-align:left"> Strength factor between 0 and 1 for all shadows received by this material </td></tr>
</tbody></table><center><div class="tablecaption"><a class="target" name="table_standardproperties">&nbsp;</a><b style="font-style:normal;">Table&nbsp;1:</b> Properties of the standard model</div></center></div>
<p></p><p>
@@ -1486,10 +1487,13 @@ non-shader data.
</p><dl><dt>Type</dt><dd><p> array of parameter objects
</p></dd><dt>Value</dt><dd><p> Each entry is an object with the properties <code>name</code> and <code>type</code>, both of <code>string</code> type. The
name must be a valid GLSL identifier. Entries also have an optional <code>precision</code>, which can be
name must be a valid GLSL identifier. Entries have an optional <code>precision</code>, which can be
one of <code>default</code> (best precision for the platform, typically <code>high</code> on desktop, <code>medium</code> on
mobile), <code>low</code>, <code>medium</code>, <code>high</code>. The type must be one of the types described in
<a href="#table_materialparamstypes">table&nbsp;14</a>.
<a href="#table_materialparamstypes">table&nbsp;14</a>. For Android external textures, entries also have an optional
transformName parameter to specify the name of the material parameter that will be
used to expose the transform matrix associated with the external sampler. In iOS and Vulkan,
this will always be identity.
</p></dd></dl><div class="table">
<table class="table"><tbody><tr><th style="text-align:left"> Type </th><th style="text-align:left"> Description </th></tr>
@@ -1752,7 +1756,13 @@ non-shader data.
when selecting any shading model that is not <code>unlit</code>. See the shader sections of this document
for more information on how to access these attributes from the shaders.
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
</p></dd></dl><div class="admonition note"><div class="admonition-title"> Interaction with custom variables</div>
<p></p><p>
When the <code>color</code> attribute is specified, only four custom variables are available instead of five.</p></div>
<p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> parameters : [</span>
<span class="line"> {</span>
<span class="line"> type : sampler2d,</span>
@@ -1779,7 +1789,7 @@ non-shader data.
</p><dl><dt>Type</dt><dd><p> array of <code>string</code>
</p></dd><dt>Value</dt><dd><p> Up to 4 strings, each must be a valid GLSL identifier.
</p></dd><dt>Value</dt><dd><p> Up to 5 strings, each must be a valid GLSL identifier.
</p></dd><dt>Description</dt><dd><p> Defines custom interpolants (or variables) that are output by the material's vertex shader.
Each entry of the array defines the name of an interpolant. The full name in the fragment
@@ -1794,7 +1804,14 @@ non-shader data.
particular if <code>default</code> is specified the default precision is used is the fragment shader
(<code>mediump</code>) and in the vertex shader (<code>highp</code>).
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
</p></dd></dl><div class="admonition warning"><div class="admonition-title"> Interaction with required attributes</div>
<p></p><p>
If the <code>color</code> attribute is specified in the <code>required</code> list, then only four variables can be used
instead of five.</p></div>
<p></p><pre class="listing tilde"><code><span class="line">material {</span>
<span class="line"> name : Skybox,</span>
<span class="line"> parameters : [</span>
<span class="line"> {</span>
+23 -15
View File
@@ -13,7 +13,7 @@ This document is part of the [Filament project](https://github.com/google/filame
## Authors
- [Romain Guy](https://github.com/romainguy), [@romainguy](https://twitter.com/romainguy)
- [Mathias Agopian](https://github.com/pixelflinger), [@darthmoosious](https://twitter.com/darthmoosious)
- [Mathias Agopian](https://github.com/pixelflinger), [@pixelflinger](https://bsky.app/profile/pixelflinger.bsky.social)
# Overview
@@ -78,26 +78,27 @@ in table [standardProperties].
Property | Definition
-----------------------:|:---------------------
**baseColor** | Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces
**metallic** | Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1)
**roughness** | Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections
**metallic** | Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1)
**reflectance** | Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections
**sheenColor** | Strength of the sheen layer
**sheenRoughness** | Perceived smoothness or roughness of the sheen layer
**ambientOcclusion** | Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0
**clearCoat** | Strength of the clear coat layer
**clearCoatRoughness** | Perceived smoothness or roughness of the clear coat layer
**clearCoatNormal** | A detail normal used to perturb the clear coat layer using _bump mapping_ (_normal mapping_)
**anisotropy** | Amount of anisotropy in either the tangent or bitangent direction
**anisotropyDirection** | Local surface direction in tangent space
**ambientOcclusion** | Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0
**normal** | A detail normal used to perturb the surface using _bump mapping_ (_normal mapping_)
**bentNormal** | A normal pointing in the average unoccluded direction. Can be used to improve indirect lighting quality
**clearCoatNormal** | A detail normal used to perturb the clear coat layer using _bump mapping_ (_normal mapping_)
**emissive** | Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass
**postLightingColor** | Additional color that can be blended with the result of the lighting computations. See `postLightingBlending`
**ior** | Index of refraction, either for refractive objects or as an alternative to reflectance
**transmission** | Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is
**absorption** | Absorption factor for refractive objects
**microThickness** | Thickness of the thin layer of refractive objects
**thickness** | Thickness of the solid volume of refractive objects
**sheenColor** | Strength of the sheen layer
**sheenRoughness** | Perceived smoothness or roughness of the sheen layer
**emissive** | Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass
**normal** | A detail normal used to perturb the surface using _bump mapping_ (_normal mapping_)
**postLightingColor** | Additional color that can be blended with the result of the lighting computations. See `postLightingBlending`
**absorption** | Absorption factor for refractive objects
**transmission** | Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is
**ior** | Index of refraction, either for refractive objects or as an alternative to reflectance
**microThickness** | Thickness of the thin layer of refractive objects
**bentNormal** | A normal pointing in the average unoccluded direction. Can be used to improve indirect lighting quality
**shadowStrength** | Strength factor between 0 and 1 for all shadows received by this material
[Table [standardProperties]: Properties of the standard model]
The type and range of each property is described in table [standardPropertiesTypes].
@@ -1272,6 +1273,9 @@ Description
when selecting any shading model that is not `unlit`. See the shader sections of this document
for more information on how to access these attributes from the shaders.
!!! Note: Interaction with custom variables
When the `color` attribute is specified, only four custom variables are available instead of five.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
parameters : [
@@ -1302,7 +1306,7 @@ Type
: array of `string`
Value
: Up to 4 strings, each must be a valid GLSL identifier.
: Up to 5 strings, each must be a valid GLSL identifier.
Description
: Defines custom interpolants (or variables) that are output by the material's vertex shader.
@@ -1318,6 +1322,10 @@ Description
particular if `default` is specified the default precision is used is the fragment shader
(`mediump`) and in the vertex shader (`highp`).
!!! Warning: Interaction with required attributes
If the `color` attribute is specified in the `required` list, then only four variables can be used
instead of five.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
name : Skybox,
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+16 -16
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@@ -49,7 +49,7 @@
</tr>
<tr>
<td align="left"><a href="#EntityManager">EntityManager</a></td>
<td align="left">Singleton used for constructing entities in Filament&#x27;s ECS.</td>
<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
</tr>
<tr>
<td align="left"><a href="#Frustum">Frustum</a></td>
@@ -89,7 +89,7 @@
</tr>
<tr>
<td align="left"><a href="#Renderer">Renderer</a></td>
<td align="left">Represents the platform&#x27;s native window.</td>
<td align="left">Represents the platform's native window.</td>
</tr>
<tr>
<td align="left"><a href="#Scene">Scene</a></td>
@@ -97,7 +97,7 @@
</tr>
<tr>
<td align="left"><a href="#SwapChain">SwapChain</a></td>
<td align="left">Represents the platform&#x27;s native rendering surface.</td>
<td align="left">Represents the platform's native rendering surface.</td>
</tr>
<tr>
<td align="left"><a href="#Texture">Texture</a></td>
@@ -604,11 +604,11 @@
</ul>
<p>To create an entity with no components, use <a href="#EntityManager">EntityManager</a>.
TODO: It would be better to expose these as JS numbers rather than as JS objects.
This would also be more consistent with Filament&#x27;s Java bindings.</p>
This would also be more consistent with Filament's Java bindings.</p>
</div>
<div class='classdoc'>
<h2>class <a id='EntityManager' href='#EntityManager'>EntityManager</a></h2>
<p>Singleton used for constructing entities in Filament&#x27;s ECS.</p>
<p>Singleton used for constructing entities in Filament's ECS.</p>
<ul>
<li><strong>entityManager.create()</strong>
<ul>
@@ -742,7 +742,7 @@ properties.</p>
</ul>
</li>
</ul>
<p>Be sure to call the instance&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
</div>
<div class='classdoc'>
<h2>class <a id='PixelBufferDescriptor' href='#PixelBufferDescriptor'>PixelBufferDescriptor</a></h2>
@@ -780,11 +780,11 @@ properties.</p>
</ul>
</li>
</ul>
<p>Be sure to call the instance&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
</div>
<div class='classdoc'>
<h2>class <a id='Renderer' href='#Renderer'>Renderer</a></h2>
<p>Represents the platform&#x27;s native window.</p>
<p>Represents the platform's native window.</p>
<ul>
<li><strong>renderer.render(swapChain, view)</strong>
<ul>
@@ -803,7 +803,7 @@ properties.</p>
</div>
<div class='classdoc'>
<h2>class <a id='SwapChain' href='#SwapChain'>SwapChain</a></h2>
<p>Represents the platform&#x27;s native rendering surface.</p>
<p>Represents the platform's native rendering surface.</p>
<p>See also the <a href="#Engine">Engine</a> methods <code>createSwapChain</code> and <code>destroySwapChain</code>.</p>
</div>
<div class='classdoc'>
@@ -847,7 +847,7 @@ properties.</p>
</ul>
</li>
</ul>
<p>Be sure to call the instance&#x27;s <code>delete</code> method when you&#x27;re done with it.</p>
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
</div>
<div class='classdoc'>
<h2>class <a id='VertexBuffer' href='#VertexBuffer'>VertexBuffer</a></h2>
@@ -944,7 +944,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
<ul>
<li><strong>assets</strong>
<ul>
<li>Array of strings containing URL&#x27;s of required assets.</li>
<li>Array of strings containing URL's of required assets.</li>
</ul>
</li>
<li><strong>onDone</strong>
@@ -954,7 +954,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
</li>
<li><strong>onFetched</strong>
<ul>
<li>optional callback that&#x27;s invoked after each asset is downloaded.</li>
<li>optional callback that's invoked after each asset is downloaded.</li>
</ul>
</li>
</ul>
@@ -1001,7 +1001,7 @@ useful for compressed textures. For example, some platforms accept ETC and other
<ul>
<li><strong>assets</strong>
<ul>
<li>Array of strings containing URL&#x27;s of required assets.</li>
<li>Array of strings containing URL's of required assets.</li>
</ul>
</li>
<li><strong>onready</strong>
@@ -1010,12 +1010,12 @@ useful for compressed textures. For example, some platforms accept ETC and other
</ul>
</li>
</ul>
<p>All JavaScript clients must call the init function, passing in a list of asset URL&#x27;s and a
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
callback. This callback gets invoked only after all assets have been downloaded and the Filament
WebAssembly module has been loaded. Clients should only pass asset URL&#x27;s that absolutely must
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
be ready at initialization time.
When the callback is called, each downloaded asset is available in the <code>Filament.assets</code> global
object, which contains a mapping from URL&#x27;s to Uint8Array objects.</p>
object, which contains a mapping from URL's to Uint8Array objects.</p>
</div>
<div class='funcdoc'>
<h2>function <a id='loadMathExtensions' href='#loadMathExtensions'>loadMathExtensions</a>()</h2>
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+157 -157
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@@ -10,7 +10,7 @@
textures.</p>
<p>For starters, create a text file called <code>redball.html</code> and copy over the HTML that we used in the
<a href="tutorial_triangle.html">previous tutorial</a>. Change the last script tag from <code>triangle.js</code> to <code>redball.js</code>.</p>
<p>Next you&#x27;ll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
<p>Next you'll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
appropriate <a href="//github.com/google/filament/releases">Filament release</a>. You should choose the
archive that corresponds to your development machine rather than the one for web, and the version
that matches the <code>unpkg.com/filament@x.x.x</code> url in the script tag of <code>redball.html</code> (you may check
@@ -19,7 +19,7 @@ out the last available release of <a href="https://www.npmjs.com/package/filamen
<p>The <code>matc</code> tool consumes a text file containing a high-level description of a PBR material, and
produces a binary material package that contains shader code and associated metadata. For more
information, see the official document describing the <a href="https://google.github.io/filament/Materials.md.html">Filament Material System</a>.</p>
<p>Let&#x27;s try out <code>matc</code>. Create the following file in your favorite text editor and call it
<p>Let's try out <code>matc</code>. Create the following file in your favorite text editor and call it
<code>plastic.mat</code>.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
name : Lit,
@@ -44,16 +44,16 @@ fragment {
</pre></div>
<p>Next, invoke <code>matc</code> as follows.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc -a opengl -p mobile -o plastic.filamat plastic.mat
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc<span style="color: #BBB"> </span>-a<span style="color: #BBB"> </span>opengl<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span>mobile<span style="color: #BBB"> </span>-o<span style="color: #BBB"> </span>plastic.filamat<span style="color: #BBB"> </span>plastic.mat
</pre></div>
<p>You should now have a material archive in your working directory, which we&#x27;ll use later in the
<p>You should now have a material archive in your working directory, which we'll use later in the
tutorial.</p>
<h2>Bake environment map</h2>
<p>Next we&#x27;ll use Filament&#x27;s <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
<p>Next we'll use Filament's <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
produce two cubemap files: a mipmapped IBL and a blurry skybox.</p>
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/pillars_2k.hdr">pillars_2k.hdr</a>, then invoke the following command in your terminal.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen -x pillars_2k --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 pillars_2k.hdr
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>pillars_2k<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>pillars_2k.hdr
</pre></div>
<p>You should now have a <code>pillars_2k</code> folder containing a couple KTX files for the IBL and skybox, as
@@ -61,84 +61,84 @@ well as a text file with spherical harmonics coefficients. You can discard the t
IBL KTX contains these coefficients in its metadata.</p>
<h2>Create JavaScript</h2>
<p>Next, create <code>redball.js</code> with the following content.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;pillars_2k&#39;</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;plastic.filamat&#39;</span><span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>environ<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;pillars_2k&#39;</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamat_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;plastic.filamat&#39;</span>
Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>ibl_url,<span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.IndexType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer$IndexType;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.LightType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.LightManager$Type;<span style="color: #bbbbbb"></span>
Filament.init([<span style="color: #BBB"> </span>filamat_url,<span style="color: #BBB"> </span>ibl_url,<span style="color: #BBB"> </span>sky_url<span style="color: #BBB"> </span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span>
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexAttribute;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$AttributeType;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.RenderableManager$PrimitiveType;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.IndexType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer$IndexType;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Fov;
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.LightType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.LightManager$Type;
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Obtain the canvas DOM object and pass it to the App.</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App(canvas);<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Obtain the canvas DOM object and pass it to the App.</span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666">0</span>];
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App(canvas);
}<span style="color: #BBB"> </span>);
<span style="color: #008000; font-weight: bold">class</span><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>canvas;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(canvas);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>canvas;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(canvas);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createScene();
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create skybox</span><span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create skybox</span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createView();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSwapChain();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createRenderer();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createCamera(Filament.EntityManager.get().create());
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createView();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">10000</span>;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>vec3.rotateY(eye,<span style="color: #bbbbbb"> </span>eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>radians);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>eye<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>],<span style="color: #BBB"> </span>center<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>],<span style="color: #BBB"> </span>up<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>];
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>radians<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">Date</span>.now()<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">10000</span>;
<span style="color: #BBB"> </span>vec3.rotateY(eye,<span style="color: #BBB"> </span>eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>radians);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>up);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>Fov.VERTICAL);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666">45</span>,<span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">10.0</span>,<span style="color: #BBB"> </span>Fov.VERTICAL);
<span style="color: #BBB"> </span>}
}
</pre></div>
<p>The above boilerplate should be familiar to you from the previous tutorial, although it loads in a
new set of assets. We also added some animation to the camera.</p>
<p>Next let&#x27;s create a material instance from the package that we built at the beginning the tutorial.
<p>Next let's create a material instance from the package that we built at the beginning the tutorial.
Replace the <strong>create material</strong> comment with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(filamat_url);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>material<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createMaterial(filamat_url);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>matinstance<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>material.createInstance();
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>red<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0.8</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.0</span>];<span style="color: #bbbbbb"></span>
matinstance.setColor3Parameter(<span style="color: #BA2121">&#39;baseColor&#39;</span>,<span style="color: #bbbbbb"> </span>Filament.RgbType.sRGB,<span style="color: #bbbbbb"> </span>red);<span style="color: #bbbbbb"></span>
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;roughness&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.5</span>);<span style="color: #bbbbbb"></span>
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;clearCoat&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>);<span style="color: #bbbbbb"></span>
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;clearCoatRoughness&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.3</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>red<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0.8</span>,<span style="color: #BBB"> </span><span style="color: #666">0.0</span>,<span style="color: #BBB"> </span><span style="color: #666">0.0</span>];
matinstance.setColor3Parameter(<span style="color: #BA2121">&#39;baseColor&#39;</span>,<span style="color: #BBB"> </span>Filament.RgbType.sRGB,<span style="color: #BBB"> </span>red);
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;roughness&#39;</span>,<span style="color: #BBB"> </span><span style="color: #666">0.5</span>);
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;clearCoat&#39;</span>,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>);
matinstance.setFloatParameter(<span style="color: #BA2121">&#39;clearCoatRoughness&#39;</span>,<span style="color: #BBB"> </span><span style="color: #666">0.3</span>);
</pre></div>
<p>The next step is to create a renderable for the sphere. To help with this, we&#x27;ll use the <code>IcoSphere</code>
<p>The next step is to create a renderable for the sphere. To help with this, we'll use the <code>IcoSphere</code>
utility class, whose constructor takes a LOD. Its job is to subdivide an icosadedron, producing
three arrays:</p>
<ul>
@@ -147,137 +147,137 @@ three arrays:</p>
as quaternions.</li>
<li><code>icosphere.triangles</code> Uint16Array with triangle indices.</li>
</ul>
<p>Let&#x27;s go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
<p>Let's go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
sphere</strong> with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>renderable<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
scene.addEntity(renderable);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>renderable<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
scene.addEntity(renderable);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>icosphere<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.IcoSphere(<span style="color: #666666">5</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>icosphere<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.IcoSphere(<span style="color: #666">5</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.vertexCount(icosphere.vertices.length<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT3,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.TANGENTS,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.SHORT4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.TANGENTS)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>vb<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer.Builder()
<span style="color: #BBB"> </span>.vertexCount(icosphere.vertices.length<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>)
<span style="color: #BBB"> </span>.bufferCount(<span style="color: #666">2</span>)
<span style="color: #BBB"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>AttributeType.FLOAT3,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>)
<span style="color: #BBB"> </span>.attribute(VertexAttribute.TANGENTS,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>AttributeType.SHORT4,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>)
<span style="color: #BBB"> </span>.normalized(VertexAttribute.TANGENTS)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.indexCount(icosphere.triangles.length)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.bufferType(IndexType.USHORT)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ib<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer.Builder()
<span style="color: #BBB"> </span>.indexCount(icosphere.triangles.length)
<span style="color: #BBB"> </span>.bufferType(IndexType.USHORT)
<span style="color: #BBB"> </span>.build(engine);
vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>icosphere.vertices);<span style="color: #bbbbbb"></span>
vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>icosphere.tangents);<span style="color: #bbbbbb"></span>
ib.setBuffer(engine,<span style="color: #bbbbbb"> </span>icosphere.triangles);<span style="color: #bbbbbb"></span>
vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>icosphere.vertices);
vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>icosphere.tangents);
ib.setBuffer(engine,<span style="color: #BBB"> </span>icosphere.triangles);
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinstance)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span>vb,<span style="color: #bbbbbb"> </span>ib)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>renderable);<span style="color: #bbbbbb"></span>
Filament.RenderableManager.Builder(<span style="color: #666">1</span>)
<span style="color: #BBB"> </span>.boundingBox({<span style="color: #BBB"> </span>center<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>],<span style="color: #BBB"> </span>halfExtent<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]<span style="color: #BBB"> </span>})
<span style="color: #BBB"> </span>.material(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>matinstance)
<span style="color: #BBB"> </span>.geometry(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>PrimitiveType.TRIANGLES,<span style="color: #BBB"> </span>vb,<span style="color: #BBB"> </span>ib)
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>renderable);
</pre></div>
<p>At this point, the app is rendering a sphere, but it is black so it doesn&#x27;t show up. To prove that
<p>At this point, the app is rendering a sphere, but it is black so it doesn't show up. To prove that
the sphere is there, you can try changing the background color to blue via <code>setClearColor</code>, like we
did in the first tutorial.</p>
<h2>Add lighting</h2>
<p>In this section we will create some directional light sources, as well as an image-based light (IBL)
defined by one of the KTX files we built at the start of the demo. First, replace the <strong>create
lights</strong> comment with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sunlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
scene.addEntity(sunlight);<span style="color: #bbbbbb"></span>
Filament.LightManager.Builder(LightType.SUN)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.color([<span style="color: #666666">0.98</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.92</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.89</span>])<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">110000.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">0.6</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-0.8</span>])<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sunAngularRadius(<span style="color: #666666">1.9</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sunHaloSize(<span style="color: #666666">10.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sunHaloFalloff(<span style="color: #666666">80.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>sunlight);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sunlight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
scene.addEntity(sunlight);
Filament.LightManager.Builder(LightType.SUN)
<span style="color: #BBB"> </span>.color([<span style="color: #666">0.98</span>,<span style="color: #BBB"> </span><span style="color: #666">0.92</span>,<span style="color: #BBB"> </span><span style="color: #666">0.89</span>])
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">110000.0</span>)
<span style="color: #BBB"> </span>.direction([<span style="color: #666">0.6</span>,<span style="color: #BBB"> </span><span style="color: #666">-1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">-0.8</span>])
<span style="color: #BBB"> </span>.sunAngularRadius(<span style="color: #666">1.9</span>)
<span style="color: #BBB"> </span>.sunHaloSize(<span style="color: #666">10.0</span>)
<span style="color: #BBB"> </span>.sunHaloFalloff(<span style="color: #666">80.0</span>)
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>sunlight);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>backlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
scene.addEntity(backlight);<span style="color: #bbbbbb"></span>
Filament.LightManager.Builder(LightType.DIRECTIONAL)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>])<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>backlight);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>backlight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
scene.addEntity(backlight);
Filament.LightManager.Builder(LightType.DIRECTIONAL)
<span style="color: #BBB"> </span>.direction([<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>])
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">50000.0</span>)
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>backlight);
</pre></div>
<p>The <code>SUN</code> light source is similar to the <code>DIRECTIONAL</code> light source, but has some extra
parameters because Filament will automatically draw a disk into the skybox.</p>
<p>Next we need to create an <code>IndirectLight</code> object from the KTX IBL. One way of doing this is the
following (don&#x27;t type this out, there&#x27;s an easier way).</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>format<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataFormat.RGB;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>datatype<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataType.UINT_10F_11F_11F_REV;<span style="color: #bbbbbb"></span>
following (don't type this out, there's an easier way).</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>format<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelDataFormat.RGB;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>datatype<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelDataType.UINT_10F_11F_11F_REV;
<span style="color: #3D7B7B; font-style: italic">// Create a Texture object for the mipmapped cubemap.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_package<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Buffer(Filament.assets[ibl_url]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>iblktx<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.Ktx1Bundle(ibl_package);<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Create a Texture object for the mipmapped cubemap.</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_package<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Buffer(Filament.assets[ibl_url]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>iblktx<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.Ktx1Bundle(ibl_package);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibltex<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Texture.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.width(iblktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.height(iblktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.levels(iblktx.getNumMipLevels())<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibltex<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Texture.Builder()
<span style="color: #BBB"> </span>.width(iblktx.info().pixelWidth)
<span style="color: #BBB"> </span>.height(iblktx.info().pixelHeight)
<span style="color: #BBB"> </span>.levels(iblktx.getNumMipLevels())
<span style="color: #BBB"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
<span style="color: #BBB"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #008000; font-weight: bold">for</span><span style="color: #bbbbbb"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666">&lt;</span><span style="color: #bbbbbb"> </span>iblktx.getNumMipLevels();<span style="color: #bbbbbb"> </span><span style="color: #666666">++</span>level)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>uint8array<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getCubeBlob(level).getBytes();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>pixelbuffer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelBuffer(uint8array,<span style="color: #bbbbbb"> </span>format,<span style="color: #bbbbbb"> </span>datatype);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>ibltex.setImageCube(engine,<span style="color: #bbbbbb"> </span>level,<span style="color: #bbbbbb"> </span>pixelbuffer);<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">for</span><span style="color: #BBB"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #BBB"> </span>level<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #666">0</span>;<span style="color: #BBB"> </span>level<span style="color: #BBB"> </span><span style="color: #666">&lt;</span><span style="color: #BBB"> </span>iblktx.getNumMipLevels();<span style="color: #BBB"> </span><span style="color: #666">++</span>level)<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>uint8array<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>iblktx.getCubeBlob(level).getBytes();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>pixelbuffer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelBuffer(uint8array,<span style="color: #BBB"> </span>format,<span style="color: #BBB"> </span>datatype);
<span style="color: #BBB"> </span>ibltex.setImageCube(engine,<span style="color: #BBB"> </span>level,<span style="color: #BBB"> </span>pixelbuffer);
}
<span style="color: #3D7B7B; font-style: italic">// Parse the spherical harmonics metadata.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>shstring<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getMetadata(<span style="color: #BA2121">&#39;sh&#39;</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>shfloats<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>shstring.split(<span style="color: #A45A77">/\s/</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">9</span><span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>).map(<span style="color: #008000">parseFloat</span>);<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Parse the spherical harmonics metadata.</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>shstring<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>iblktx.getMetadata(<span style="color: #BA2121">&#39;sh&#39;</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>shfloats<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>shstring.split(<span style="color: #A45A77">/\s/</span>,<span style="color: #BBB"> </span><span style="color: #666">9</span><span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">3</span>).map(<span style="color: #008000">parseFloat</span>);
<span style="color: #3D7B7B; font-style: italic">// Build the IBL object and insert it into the scene.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndirectLight.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.reflections(ibltex)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.irradianceSh(<span style="color: #666666">3</span>,<span style="color: #bbbbbb"> </span>shfloats)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Build the IBL object and insert it into the scene.</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndirectLight.Builder()
<span style="color: #BBB"> </span>.reflections(ibltex)
<span style="color: #BBB"> </span>.irradianceSh(<span style="color: #666">3</span>,<span style="color: #BBB"> </span>shfloats)
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">50000.0</span>)
<span style="color: #BBB"> </span>.build(engine);
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
scene.setIndirectLight(indirectLight);
</pre></div>
<p>Filament provides a JavaScript utility to make this simpler,
simply replace the <strong>create IBL</strong> comment with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createIblFromKtx1(ibl_url);<span style="color: #bbbbbb"></span>
indirectLight.setIntensity(<span style="color: #666666">50000</span>);<span style="color: #bbbbbb"></span>
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createIblFromKtx1(ibl_url);
indirectLight.setIntensity(<span style="color: #666">50000</span>);
scene.setIndirectLight(indirectLight);
</pre></div>
<h2>Add background</h2>
<p>At this point you can run the demo and you should see a red plastic ball against a black background.
Without a skybox, the reflections on the ball are not representative of its surroundings.
Here&#x27;s one way to create a texture for the skybox:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_package<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Buffer(Filament.assets[sky_url]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skyktx<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.Ktx1Bundle(sky_package);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skytex<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Texture.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.width(skyktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.height(skyktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.levels(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
Here's one way to create a texture for the skybox:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_package<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Buffer(Filament.assets[sky_url]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>skyktx<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.Ktx1Bundle(sky_package);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>skytex<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Texture.Builder()
<span style="color: #BBB"> </span>.width(skyktx.info().pixelWidth)
<span style="color: #BBB"> </span>.height(skyktx.info().pixelHeight)
<span style="color: #BBB"> </span>.levels(<span style="color: #666">1</span>)
<span style="color: #BBB"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
<span style="color: #BBB"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>uint8array<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>skyktx.getCubeBlob(<span style="color: #666666">0</span>).getBytes();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>pixelbuffer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelBuffer(uint8array,<span style="color: #bbbbbb"> </span>format,<span style="color: #bbbbbb"> </span>datatype);<span style="color: #bbbbbb"></span>
skytex.setImageCube(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>pixelbuffer);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>uint8array<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>skyktx.getCubeBlob(<span style="color: #666">0</span>).getBytes();
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>pixelbuffer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelBuffer(uint8array,<span style="color: #BBB"> </span>format,<span style="color: #BBB"> </span>datatype);
skytex.setImageCube(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>pixelbuffer);
</pre></div>
<p>Filament provides a Javascript utility to make this easier.
Replace <strong>create skybox</strong> with the following.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSkyFromKtx1(sky_url);<span style="color: #bbbbbb"></span>
scene.setSkybox(skybox);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>skybox<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSkyFromKtx1(sky_url);
scene.setSkybox(skybox);
</pre></div>
<p>That&#x27;s it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
<p>That's it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
available <a href="tutorial_redball.js">here</a>.</p>
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we&#x27;ll take a closer look at textures and interaction.</p>
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'll take a closer look at textures and interaction.</p>
</body>
</html>
+121 -121
View File
@@ -8,58 +8,58 @@
<div class="demo_frame"><iframe src="demo_suzanne.html"></iframe><a href="demo_suzanne.html">&#x1F517;</a></div>
<p>This tutorial will describe how to create the <strong>suzanne</strong> demo, introducing you to compressed
textures, mipmap generation, asynchronous texture loading, and trackball rotation.</p>
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you&#x27;ll need to use the command-line tools that can be found in
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you'll need to use the command-line tools that can be found in
the appropriate <a href="//github.com/google/filament/releases">Filament release</a> for your development machine. In addition to <code>matc</code> and <code>cmgen</code>,
we&#x27;ll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
<h2>Create filamesh file</h2>
<p>Filament does not have an asset loading system, but it does provide a binary mesh format
called <code>filamesh</code> for simple use cases. Let&#x27;s create a compressed filamesh file for suzanne by
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
converting <a href="https://github.com/google/filament/blob/main/assets/models/monkey/monkey.obj">this OBJ file</a>:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>filamesh --compress monkey.obj suzanne.filamesh
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>filamesh<span style="color: #BBB"> </span>--compress<span style="color: #BBB"> </span>monkey.obj<span style="color: #BBB"> </span>suzanne.filamesh
</pre></div>
<h2>Create mipmapped textures</h2>
<p>Next, let&#x27;s create mipmapped KTX files using filament&#x27;s <code>mipgen</code> tool. We&#x27;ll create compressed and
<p>Next, let's create mipmapped KTX files using filament's <code>mipgen</code> tool. We'll create compressed and
non-compressed variants for each texture, since not all platforms support the same compression
formats. First copy over the PNG files from the <a href="https://github.com/google/filament/blob/main/assets/models/monkey">monkey folder</a>, then do:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic"># Create mipmaps for base color</span>
mipgen albedo.png albedo.ktx2
mipgen --compression<span style="color: #666666">=</span>uastc albedo.png albedo.ktx2
mipgen<span style="color: #BBB"> </span>albedo.png<span style="color: #BBB"> </span>albedo.ktx2
mipgen<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>albedo.png<span style="color: #BBB"> </span>albedo.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the normal map and a compressed variant.</span>
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear normal.png normal.ktx
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear --compression<span style="color: #666666">=</span>uastc_normals <span style="color: #AA5D1F; font-weight: bold">\</span>
normal.png normal.ktx2
mipgen<span style="color: #BBB"> </span>--strip-alpha<span style="color: #BBB"> </span>--kernel<span style="color: #666">=</span>NORMALS<span style="color: #BBB"> </span>--linear<span style="color: #BBB"> </span>normal.png<span style="color: #BBB"> </span>normal.ktx
mipgen<span style="color: #BBB"> </span>--strip-alpha<span style="color: #BBB"> </span>--kernel<span style="color: #666">=</span>NORMALS<span style="color: #BBB"> </span>--linear<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc_normals<span style="color: #BBB"> </span><span style="color: #AA5D1F; font-weight: bold">\</span>
<span style="color: #BBB"> </span>normal.png<span style="color: #BBB"> </span>normal.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component roughness map and a compressed variant.</span>
mipgen --grayscale roughness.png roughness.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc roughness.png roughness.ktx2
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>roughness.png<span style="color: #BBB"> </span>roughness.ktx
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>roughness.png<span style="color: #BBB"> </span>roughness.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component metallic map and a compressed variant.</span>
mipgen --grayscale metallic.png metallic.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc metallic.png metallic.ktx2
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>metallic.png<span style="color: #BBB"> </span>metallic.ktx
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>metallic.png<span style="color: #BBB"> </span>metallic.ktx2
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component occlusion map and a compressed variant.</span>
mipgen --grayscale ao.png ao.ktx
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc ao.png ao.ktx2
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>ao.png<span style="color: #BBB"> </span>ao.ktx
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>ao.png<span style="color: #BBB"> </span>ao.ktx2
</pre></div>
<p>For more information on mipgen&#x27;s arguments and supported formats, do <code>mipgen --help</code>.</p>
<p>In a production setting, you&#x27;d want to invoke these commands with a script or build system.</p>
<p>For more information on mipgen's arguments and supported formats, do <code>mipgen --help</code>.</p>
<p>In a production setting, you'd want to invoke these commands with a script or build system.</p>
<h2>Bake environment map</h2>
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament&#x27;s <code>cmgen</code> tool to produce cubemap files.</p>
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/venetian_crossroads_2k.hdr">venetian_crossroads_2k.hdr</a>, then invoke the following commands in your terminal.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=64</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
<span style="color: #008000">cd</span> venetian* ; mv venetian*_ibl.ktx venetian_crossroads_2k_skybox_tiny.ktx ; <span style="color: #008000">cd</span> -
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=64</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
<span style="color: #008000">cd</span><span style="color: #BBB"> </span>venetian*<span style="color: #BBB"> </span>;<span style="color: #BBB"> </span>mv<span style="color: #BBB"> </span>venetian*_ibl.ktx<span style="color: #BBB"> </span>venetian_crossroads_2k_skybox_tiny.ktx<span style="color: #BBB"> </span>;<span style="color: #BBB"> </span><span style="color: #008000">cd</span><span style="color: #BBB"> </span>-
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
</pre></div>
<h2>Define textured material</h2>
<p>You might recall the <code>filamat</code> file we generated in the previous tutorial for red plastic. For this
demo, we&#x27;ll create a material that uses textures for several parameters.</p>
demo, we'll create a material that uses textures for several parameters.</p>
<p>Create the following text file and call it <code>textured.mat</code>. Note that our material definition now
requires a <code>uv0</code> attribute.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
@@ -90,7 +90,7 @@ fragment {
</pre></div>
<p>Next, invoke <code>matc</code> as follows.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc -a opengl -p mobile -o textured.filamat textured.mat
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc<span style="color: #BBB"> </span>-a<span style="color: #BBB"> </span>opengl<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span>mobile<span style="color: #BBB"> </span>-o<span style="color: #BBB"> </span>textured.filamat<span style="color: #BBB"> </span>textured.mat
</pre></div>
<p>You should now have a material archive in your working directory. For the suzanne asset, the normal
@@ -100,65 +100,65 @@ materials, consult the official document describing the <a href="https://google.
<p>Create a text file called <code>suzanne.html</code> and copy over the HTML that we used in the <a href="tutorial_redball.html">previous
tutorial</a>. Change the last script tag from <code>redball.js</code> to <code>suzanne.js</code>. Next, create <code>suzanne.js</code>
with the following content.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// TODO: declare asset URLs</span><span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// TODO: declare asset URLs</span>
Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>filamesh_url,<span style="color: #bbbbbb"> </span>sky_small_url,<span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App(<span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666666">0</span>]);<span style="color: #bbbbbb"></span>
});<span style="color: #bbbbbb"></span>
Filament.init([<span style="color: #BBB"> </span>filamat_url,<span style="color: #BBB"> </span>filamesh_url,<span style="color: #BBB"> </span>sky_small_url,<span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App(<span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666">0</span>]);
});
<span style="color: #008000; font-weight: bold">class</span><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>canvas;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(canvas);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createScene();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>canvas;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(canvas);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createScene();
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>material<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>material.createInstance();
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.suzanne<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>filamesh.renderable;<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamesh<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.suzanne<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>filamesh.renderable;
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: fetch larger assets</span><span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: fetch larger assets</span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSwapChain();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createRenderer();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createView();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSwapChain();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createRenderer();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createCamera(Filament.EntityManager.get().create());
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createView();
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>eye<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>],<span style="color: #BBB"> </span>center<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>],<span style="color: #BBB"> </span>up<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>];
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>up);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov,<span style="color: #bbbbbb"> </span>fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">&lt;</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1</span><span style="color: #bbbbbb"> </span><span style="color: #666666">?</span><span style="color: #bbbbbb"> </span>Fov.HORIZONTAL<span style="color: #bbbbbb"> </span><span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>Fov.VERTICAL;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>fov);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Fov,<span style="color: #BBB"> </span>fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">&lt;</span><span style="color: #BBB"> </span><span style="color: #666">1</span><span style="color: #BBB"> </span><span style="color: #666">?</span><span style="color: #BBB"> </span>Fov.HORIZONTAL<span style="color: #BBB"> </span><span style="color: #666">:</span><span style="color: #BBB"> </span>Fov.VERTICAL;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666">45</span>,<span style="color: #BBB"> </span>aspect,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">10.0</span>,<span style="color: #BBB"> </span>fov);
<span style="color: #BBB"> </span>}
}
</pre></div>
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We&#x27;ll download
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
the other assets after construction. By using a progressive loading strategy, we can reduce the
perceived load time.</p>
<p>Next we need to supply the URLs for various assets. This is actually a bit tricky, because different
@@ -171,85 +171,85 @@ string -- which might be empty.</p>
<p>In our case, we know that our web server will have <code>astc</code> and <code>s3tc</code> variants for albedo, and <code>etc</code>
variants for the other textures. The uncompressed variants (empty string) are always available as a
last resort. Go ahead and replace the <strong>declare asset URLs</strong> comment with the following snippet.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">&#39;astc s3tc_srgb&#39;</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>texture_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">&#39;etc&#39;</span>);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo_suffix<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">&#39;astc s3tc_srgb&#39;</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>texture_suffix<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">&#39;etc&#39;</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;venetian_crossroads_2k&#39;</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_small_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox_tiny.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_large_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</span>albedo_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`ao</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`normal</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;textured.filamat&#39;</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">&#39;suzanne.filamesh&#39;</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>environ<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;venetian_crossroads_2k&#39;</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_small_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox_tiny.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_large_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</span>albedo_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ao_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`ao</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>metallic_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>normal_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`normal</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>roughness_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamat_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;textured.filamat&#39;</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamesh_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">&#39;suzanne.filamesh&#39;</span>;
</pre></div>
<h2>Create skybox and IBL</h2>
<p>Next, let&#x27;s create the low-resolution skybox and IBL in the <code>App</code> constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_small_url);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666666">100000</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.scene.setIndirectLight(<span style="color: #008000; font-weight: bold">this</span>.indirectLight);<span style="color: #bbbbbb"></span>
<p>Next, let's create the low-resolution skybox and IBL in the <code>App</code> constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_small_url);
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666">100000</span>);
<span style="color: #008000; font-weight: bold">this</span>.scene.setIndirectLight(<span style="color: #008000; font-weight: bold">this</span>.indirectLight);
</pre></div>
<p>This allows users to see a reasonable background fairly quickly, before larger assets have finished
loading in.</p>
<h2>Fetch assets asychronously</h2>
<p>Next we&#x27;ll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
<p>Next we'll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
very similar to <code>Filament.init</code>. It takes a list of asset URLs and a callback function that triggers
when the assets have finished downloading.</p>
<p>In our callback, we&#x27;ll make several <code>setTextureParameter</code> calls on the material instance, then we&#x27;ll
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
recreate the skybox using a higher-resolution texture. As a last step we unhide the renderable that
was created in the app constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>Filament.fetch([sky_large_url,<span style="color: #bbbbbb"> </span>albedo_url,<span style="color: #bbbbbb"> </span>roughness_url,<span style="color: #bbbbbb"> </span>metallic_url,<span style="color: #bbbbbb"> </span>normal_url,<span style="color: #bbbbbb"> </span>ao_url],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(albedo_url,<span style="color: #bbbbbb"> </span>{srgb<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(roughness_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(metallic_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(normal_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(ao_url);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>Filament.fetch([sky_large_url,<span style="color: #BBB"> </span>albedo_url,<span style="color: #BBB"> </span>roughness_url,<span style="color: #BBB"> </span>metallic_url,<span style="color: #BBB"> </span>normal_url,<span style="color: #BBB"> </span>ao_url],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(albedo_url,<span style="color: #BBB"> </span>{srgb<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">true</span>});
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>roughness<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(roughness_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>metallic<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(metallic_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>normal<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(normal_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ao<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(ao_url);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sampler<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.TextureSampler(<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>Filament.MagFilter.LINEAR,<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>Filament.WrapMode.CLAMP_TO_EDGE);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sampler<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.TextureSampler(
<span style="color: #BBB"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
<span style="color: #BBB"> </span>Filament.MagFilter.LINEAR,
<span style="color: #BBB"> </span>Filament.WrapMode.CLAMP_TO_EDGE);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;albedo&#39;</span>,<span style="color: #bbbbbb"> </span>albedo,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;roughness&#39;</span>,<span style="color: #bbbbbb"> </span>roughness,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;metallic&#39;</span>,<span style="color: #bbbbbb"> </span>metallic,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;normal&#39;</span>,<span style="color: #bbbbbb"> </span>normal,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;ao&#39;</span>,<span style="color: #bbbbbb"> </span>ao,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;albedo&#39;</span>,<span style="color: #BBB"> </span>albedo,<span style="color: #BBB"> </span>sampler);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;roughness&#39;</span>,<span style="color: #BBB"> </span>roughness,<span style="color: #BBB"> </span>sampler);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;metallic&#39;</span>,<span style="color: #BBB"> </span>metallic,<span style="color: #BBB"> </span>sampler);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;normal&#39;</span>,<span style="color: #BBB"> </span>normal,<span style="color: #BBB"> </span>sampler);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">&#39;ao&#39;</span>,<span style="color: #BBB"> </span>ao,<span style="color: #BBB"> </span>sampler);
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);<span style="color: #bbbbbb"></span>
});<span style="color: #bbbbbb"></span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
});
</pre></div>
<h2>Introduce trackball rotation</h2>
<p>Add the following script tag to your HTML file. This imports a small third-party library that
listens for drag events and computes a rotation matrix.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;//unpkg.com/gltumble&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;//unpkg.com/gltumble&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
</pre></div>
<p>Next, replace the <strong>initialize gltumble</strong> and <strong>apply gltumble matrix</strong> comments with the following
two code snippets.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.trackball<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Trackball(canvas,<span style="color: #bbbbbb"> </span>{startSpin<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0.035</span>});<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.trackball<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Trackball(canvas,<span style="color: #BBB"> </span>{startSpin<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #666">0.035</span>});
</pre></div>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>tcm<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>inst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.suzanne);<span style="color: #bbbbbb"></span>
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());<span style="color: #bbbbbb"></span>
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>tcm<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>inst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
tcm.setTransform(inst,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());
inst.<span style="color: #A2F; font-weight: bold">delete</span>();
</pre></div>
<p>That&#x27;s it, we now have a fast-loading interactive demo. The complete JavaScript file is available
<p>That's it, we now have a fast-loading interactive demo. The complete JavaScript file is available
<a href="tutorial_suzanne.js">here</a>.</p>
</body>
+110 -110
View File
@@ -8,30 +8,30 @@
<div class="demo_frame"><iframe src="demo_triangle.html"></iframe><a href="demo_triangle.html">&#x1F517;</a></div>
<h2>Literate programming</h2>
<p>The markdown source for this tutorial is not only used to generate this
web page, it&#x27;s also used to generate the JavaScript for the above demo.
web page, it's also used to generate the JavaScript for the above demo.
We use a small Python script for weaving (generating HTML) and tangling
(generating JS). In the code samples, you&#x27;ll often see
(generating JS). In the code samples, you'll often see
<code>// TODO: &lt;some task&gt;</code>. These are special markers that get replaced by
subsequent code blocks.</p>
<h2>Start your project</h2>
<p>First, create a text file called <code>triangle.html</code> and fill it with the following HTML. This creates
a mobile-friendly page with a full-screen canvas.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #9C6500">&lt;!DOCTYPE html&gt;</span>
&lt;<span style="color: #008000; font-weight: bold">html</span> <span style="color: #687822">lang</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;en&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">html</span> <span style="color: #687822">lang</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;en&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">head</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">title</span>&gt;Filament Tutorial&lt;/<span style="color: #008000; font-weight: bold">title</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;utf-8&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;viewport&quot;</span> <span style="color: #687822">content</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;width=device-width,user-scalable=no,initial-scale=1&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">style</span>&gt;<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">body</span><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">margin</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">overflow</span>:<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">hidden</span>;<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">canvas</span><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span>touch-action:<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">none</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">width</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">100</span><span style="color: #B00040">%</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">height</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">100</span><span style="color: #B00040">%</span>;<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>&lt;/<span style="color: #008000; font-weight: bold">style</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;utf-8&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;viewport&quot;</span> <span style="color: #687822">content</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;width=device-width,user-scalable=no,initial-scale=1&quot;</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">style</span>&gt;
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">body</span><span style="color: #BBB"> </span>{<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">margin</span>:<span style="color: #BBB"> </span><span style="color: #666">0</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">overflow</span>:<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">hidden</span>;<span style="color: #BBB"> </span>}
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">canvas</span><span style="color: #BBB"> </span>{<span style="color: #BBB"> </span>touch-action:<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">none</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">width</span>:<span style="color: #BBB"> </span><span style="color: #666">100</span><span style="color: #B00040">%</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">height</span>:<span style="color: #BBB"> </span><span style="color: #666">100</span><span style="color: #B00040">%</span>;<span style="color: #BBB"> </span>}
<span style="color: #BBB"> </span>&lt;/<span style="color: #008000; font-weight: bold">style</span>&gt;
&lt;/<span style="color: #008000; font-weight: bold">head</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">body</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">canvas</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">canvas</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;filament.js&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;//unpkg.com/gl-matrix@2.8.1&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">&quot;triangle.js&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;filament.js&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;//unpkg.com/gl-matrix@2.8.1&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">&quot;triangle.js&quot;</span>&gt;&lt;/<span style="color: #008000; font-weight: bold">script</span>&gt;
&lt;/<span style="color: #008000; font-weight: bold">body</span>&gt;
&lt;/<span style="color: #008000; font-weight: bold">html</span>&gt;
</pre></div>
@@ -48,63 +48,63 @@ a mobile-friendly page with a full-screen canvas.</p>
<li><code>triangle.js</code> will contain your application code.</li>
</ul>
<p>Go ahead and create <code>triangle.js</code> with the following content.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">class</span><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create entities</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: adjust viewport and canvas</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create entities</span>
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">&#39;resize&#39;</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span>
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
<span style="color: #BBB"> </span>}
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: adjust viewport and canvas</span>
<span style="color: #BBB"> </span>}
}
Filament.init([<span style="color: #BA2121">&#39;triangle.filamat&#39;</span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=&gt;<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App()<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
Filament.init([<span style="color: #BA2121">&#39;triangle.filamat&#39;</span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=&gt;<span style="color: #BBB"> </span>{<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App()<span style="color: #BBB"> </span>}<span style="color: #BBB"> </span>);
</pre></div>
<p>The two calls to <code>bind()</code> allow us to pass instance methods as callbacks for animation and resize
events.</p>
<p><code>Filament.init()</code> consumes two things: a list of asset URLs and a callback.</p>
<p>The callback will be triggered only after all assets finish downloading and the Filament module has
become ready. In our callback, we simply instantiated the <code>App</code> object, since we&#x27;ll do most of the
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'll do most of the
work in its constructor. We also set the app instance into a <code>Window</code> property to make it accessible
from the developer console.</p>
<p>Go ahead and download <a href="triangle.filamat">triangle.filamat</a> and place it in your project folder.
This is a <em>material package</em>, which is a binary file that contains shaders and other bits of data
that define a PBR material. We&#x27;ll learn more about material packages in the next tutorial.</p>
that define a PBR material. We'll learn more about material packages in the next tutorial.</p>
<h2>Spawn a local server</h2>
<p>Because of CORS restrictions, your web app cannot fetch the material package directly from the
file system. One way around this is to create a temporary server using Python or node:</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>python3 -m http.server <span style="color: #3D7B7B; font-style: italic"># Python 3</span>
python -m SimpleHTTPServer <span style="color: #3D7B7B; font-style: italic"># Python 2.7</span>
npx http-server -p <span style="color: #666666">8000</span> <span style="color: #3D7B7B; font-style: italic"># nodejs</span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>python3<span style="color: #BBB"> </span>-m<span style="color: #BBB"> </span>http.server<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># Python 3</span>
python<span style="color: #BBB"> </span>-m<span style="color: #BBB"> </span>SimpleHTTPServer<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># Python 2.7</span>
npx<span style="color: #BBB"> </span>http-server<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span><span style="color: #666">8000</span><span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># nodejs</span>
</pre></div>
<p>To see if this works, navigate to <a href="http://localhost:8000">http://localhost:8000</a> and check if you
can load the page without any errors appearing in the developer console.</p>
<p>Take care not to use Python&#x27;s simple server in production since it does not serve WebAssembly files
<p>Take care not to use Python's simple server in production since it does not serve WebAssembly files
with the correct MIME type.</p>
<h2>Create the Engine and Scene</h2>
<p>We now have a basic skeleton that can respond to paint and resize events. Let&#x27;s start adding
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
Filament objects to the app. Insert the following code into the top of the app constructor.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(<span style="color: #008000; font-weight: bold">this</span>.canvas);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">&#39;canvas&#39;</span>)[<span style="color: #666">0</span>];
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(<span style="color: #008000; font-weight: bold">this</span>.canvas);
</pre></div>
<p>The above snippet creates the <code>Engine</code> by passing it a canvas DOM object. The engine needs the
canvas in order to create a WebGL 2.0 context in its contructor.</p>
<p>The engine is a factory for many Filament entities, including <code>Scene</code>, which is a flat container of
entities. Let&#x27;s go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
scene.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.triangle<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createScene();
<span style="color: #008000; font-weight: bold">this</span>.triangle<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
<span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.triangle);
</pre></div>
<p>Filament uses an <a href="//en.wikipedia.org/wiki/Entity-component-system">Entity-Component System</a>.
@@ -112,30 +112,30 @@ The triangle entity in the above snippet does not yet have an associated compone
tutorial we will make it into a <em>renderable</em>. Renderables are entities that have associated draw
calls.</p>
<h2>Construct typed arrays</h2>
<p>Next we&#x27;ll create two typed arrays: a positions array with XY coordinates for each vertex, and a
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
colors array with a 32-bit word for each vertex.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Float32Array</span>([<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">2</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">2</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">4</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">4</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"></span>
]);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>TRIANGLE_POSITIONS<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Float32Array</span>([
<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,
<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">2</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">2</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),
<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">4</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">4</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),
]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>TRIANGLE_COLORS<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Uint32Array</span>([<span style="color: #666666">0xffff0000</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0xff00ff00</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0xff0000ff</span>]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>TRIANGLE_COLORS<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Uint32Array</span>([<span style="color: #666">0xffff0000</span>,<span style="color: #BBB"> </span><span style="color: #666">0xff00ff00</span>,<span style="color: #BBB"> </span><span style="color: #666">0xff0000ff</span>]);
</pre></div>
<p>Next we&#x27;ll use the positions and colors buffers to create a single <code>VertexBuffer</code> object.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.vertexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT2,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">8</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.COLOR,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.UBYTE4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.COLOR)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<p>Next we'll use the positions and colors buffers to create a single <code>VertexBuffer</code> object.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>VertexAttribute<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexAttribute;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$AttributeType;
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer.Builder()
<span style="color: #BBB"> </span>.vertexCount(<span style="color: #666">3</span>)
<span style="color: #BBB"> </span>.bufferCount(<span style="color: #666">2</span>)
<span style="color: #BBB"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>AttributeType.FLOAT2,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">8</span>)
<span style="color: #BBB"> </span>.attribute(VertexAttribute.COLOR,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>AttributeType.UBYTE4,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>)
<span style="color: #BBB"> </span>.normalized(VertexAttribute.COLOR)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>TRIANGLE_COLORS);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>TRIANGLE_POSITIONS);
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>TRIANGLE_COLORS);
</pre></div>
<p>The above snippet first creates aliases for two enum types, then constructs the vertex buffer using
@@ -147,74 +147,74 @@ self-documenting.</p>
<p>Our app sets up two buffer slots in the vertex buffer, and each slot is associated with a single
attribute. Alternatively, we could have interleaved or concatenated these attributes into a single
buffer slot.</p>
<p>Next we&#x27;ll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
the integers 0,1,2.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.indexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer.Builder()
<span style="color: #BBB"> </span>.indexCount(<span style="color: #666">3</span>)
<span style="color: #BBB"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)
<span style="color: #BBB"> </span>.build(engine);
<span style="color: #008000; font-weight: bold">this</span>.ib.setBuffer(engine,<span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Uint16Array</span>([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">2</span>]));<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.ib.setBuffer(engine,<span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Uint16Array</span>([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">2</span>]));
</pre></div>
<p>Note that constructing an index buffer is similar to constructing a vertex buffer, but it only has
one buffer slot, and it can only contain two types of data (USHORT or UINT).</p>
<h2>Finish up initialization</h2>
<p>Next let&#x27;s construct an actual <code>Material</code> from the material package that was downloaded (the
<p>Next let's construct an actual <code>Material</code> from the material package that was downloaded (the
material is an object; the package is just a binary blob), then extract the default
<code>MaterialInstance</code> from the material object. Material instances have concrete values for their
parameters, and they can be bound to renderables. We&#x27;ll learn more about material instances in the
parameters, and they can be bound to renderables. We'll learn more about material instances in the
next tutorial.</p>
<p>After extracting the material instance, we can finally create a renderable component for the
triangle by setting up a bounding box and passing in the vertex and index buffers.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>mat<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(<span style="color: #BA2121">&#39;triangle.filamat&#39;</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>matinst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>mat.getDefaultInstance();<span style="color: #bbbbbb"></span>
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinst)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>mat<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createMaterial(<span style="color: #BA2121">&#39;triangle.filamat&#39;</span>);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>matinst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>mat.getDefaultInstance();
Filament.RenderableManager.Builder(<span style="color: #666">1</span>)
<span style="color: #BBB"> </span>.boundingBox({<span style="color: #BBB"> </span>center<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>],<span style="color: #BBB"> </span>halfExtent<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]<span style="color: #BBB"> </span>})
<span style="color: #BBB"> </span>.material(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>matinst)
<span style="color: #BBB"> </span>.geometry(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);
</pre></div>
<p>Next let&#x27;s wrap up the initialization routine by creating the swap chain, renderer, camera, and
<p>Next let's wrap up the initialization routine by creating the swap chain, renderer, camera, and
view.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createView();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSwapChain();
<span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createRenderer();
<span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createCamera(Filament.EntityManager.get().create());
<span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createView();
<span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
<span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
<span style="color: #3D7B7B; font-style: italic">// Set up a blue-green background:</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.renderer.setClearOptions({clearColor<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.2</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>],<span style="color: #bbbbbb"> </span>clear<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Set up a blue-green background:</span>
<span style="color: #008000; font-weight: bold">this</span>.renderer.setClearOptions({clearColor<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">0.0</span>,<span style="color: #BBB"> </span><span style="color: #666">0.1</span>,<span style="color: #BBB"> </span><span style="color: #666">0.2</span>,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>],<span style="color: #BBB"> </span>clear<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">true</span>});
<span style="color: #3D7B7B; font-style: italic">// Adjust the initial viewport:</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Adjust the initial viewport:</span>
<span style="color: #008000; font-weight: bold">this</span>.resize();
</pre></div>
<p>At this point, we&#x27;re done creating all Filament entities, and the code should run without errors.
<p>At this point, we're done creating all Filament entities, and the code should run without errors.
However the canvas is still blank!</p>
<h2>Render and resize handlers</h2>
<p>Recall that our App class has a skeletal render method, which the browser calls every time it needs
to repaint. Often this is 60 times a second.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span><span style="color: #bbbbbb"></span>
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
}<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render()<span style="color: #BBB"> </span>{
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span>
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
}
</pre></div>
<p>Let&#x27;s flesh this out by rotating the triangle and invoking the Filament renderer. Add the following
<p>Let's flesh this out by rotating the triangle and invoking the Filament renderer. Add the following
code to the top of the render method.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// Rotate the triangle.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1000</span>;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>transform<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>mat4.fromRotation(mat4.create(),<span style="color: #bbbbbb"> </span>radians,<span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>tcm<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>inst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span>transform);<span style="color: #bbbbbb"></span>
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// Rotate the triangle.</span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>radians<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">Date</span>.now()<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">1000</span>;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>transform<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>mat4.fromRotation(mat4.create(),<span style="color: #BBB"> </span>radians,<span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>tcm<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>inst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.triangle);
tcm.setTransform(inst,<span style="color: #BBB"> </span>transform);
inst.<span style="color: #A2F; font-weight: bold">delete</span>();
<span style="color: #3D7B7B; font-style: italic">// Render the frame.</span><span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
<span style="color: #3D7B7B; font-style: italic">// Render the frame.</span>
<span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
</pre></div>
<p>The first half of our render method obtains the transform component of the triangle entity and uses
@@ -225,19 +225,19 @@ that it wants to skip a frame, hence the <code>if</code> statement.</p>
<p>One last step. Add the following code to the resize method. This adjusts the resolution of the
rendering surface when the window size changes, taking <code>devicePixelRatio</code> into account for high-DPI
displays. It also adjusts the camera frustum accordingly.</p>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Projection<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Projection;<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #bbbbbb"> </span><span style="color: #666666">-</span>aspect,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>);<span style="color: #bbbbbb"></span>
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height;
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Projection<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Projection;
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #BBB"> </span><span style="color: #666">-</span>aspect,<span style="color: #BBB"> </span>aspect,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>);
</pre></div>
<p>You should now have a spinning triangle! The completed JavaScript is available
<a href="tutorial_triangle.js">here</a>.</p>
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we&#x27;ll take a closer look at Filament materials and 3D rendering.</p>
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we'll take a closer look at Filament materials and 3D rendering.</p>
</body>
</html>
+6 -2
View File
@@ -1023,8 +1023,12 @@ samplerCubemap | Cubemap texture
[Table [materialParamsTypes]: Material parameter types]
Samplers
: Sampler types can also specify a `format` which can be either `int` or `float` (defaults to
`float`).
: Sampler types can specify additional options:
- `format`: either `int` or `float` (defaults to `float`).
- `stages`: array of strings containing the list of shader stages this
sampler can be accessed from. Each entry must be either `vertex` or
`fragment` (defaults to both).
Arrays
: A parameter can define an array of values by appending `[size]` after the type name, where
+2
View File
@@ -18,6 +18,8 @@
- [Metal](./notes/metal_debugging.md)
- [Vulkan](./notes/vulkan_debugging.md)
- [SPIR-V](./notes/spirv_debugging.md)
- [Running with ASAN and UBSAN](./notes/asan_ubsan.md)
- [Using Instruments on macOS](./notes/instruments.md)
- [Libraries](./notes/libs.md)
- [bluegl](./dup/bluegl.md)
- [bluevk](./dup/bluevk.md)
+41
View File
@@ -0,0 +1,41 @@
# Running with ASAN/UBSAN
## Enabling
When building though build.sh, pass the `-b` flag. This sets the cmake variable
`FILAMENT_ENABLE_ASAN_UBSAN=ON` which eventually passes `"-fsanitize=address -fsanitize=undefined"`
to all compile and link operations.
If building through CMake directly, or an IDE like CLion that doesn't use build.sh, instead pass
`-DFILAMENT_ENABLE_ASAN_UBSAN=ON` to cmake in order to get the same result.
## Getting memory leak detection on Mac
Memory leak detection isn't enabled by default on MacOS. There are two issues to address, first is
using a version of clang that supports memory leak detection and second is enabling it at runtime.
The version of clang distributed by Apple (with a version like "Apple clang version 16.0.0") doesn't
currently support leak detection at all. Instead you will need to get or build a different LLVM,
such as the one distributed through homebrew and get CMake to use that instead.
Then during runtime you'll need to have the environment variable `ASAN_OPTIONS` include the option
`detect_leaks=1`. Multiple `ASAN_OPTIONS` values are concatenated with `:`.
## Getting memory leak output in CLion
### Setting variables
Under `Settings | Build, Execution, Deployment | Dynamic Analysis Tools | Sanitizers` there is an
ASAN Settings field that overrides whatever other `ASAN_OPTIONS` you might set elsewhere, so you
must use that instead of setting it through your Run/Debug Configuration.
To pass `-DFILAMENT_ENABLE_ASAN_UBSAN=ON` to CMake you'll want to create a new CMake Profile and
pass it as a CMake argument.
### Avoiding losing output
CMake will consume ASAN output and display it through a separate "Sanitizers" tab. Unfortunately
certain leak detection errors that interrupt the executable seem to not show up in this tab, but are
still removed from the user-visible console output. If this is happening and you need to see the
unfiltered console output you'll need to go to `Settings | Build, Execution, Deployment | Dynamic
Analysis Tools | Sanitizers` and uncheck "Use visual representation for Sanitizer's output".
+36
View File
@@ -0,0 +1,36 @@
# Using Instruments on macOS
When running a binary under Instruments on macOS, you may run into the following issue when
launching or attaching to an executable:
```
Failed to gain authorization
Recovery Suggestion: Target binary needs to be debuggable and signed with 'get-task-allow'
```
This is a security precaution; the solution is to code sign the binary with the
`com.apple.security.get-task-allow` entitlement.
1. Create an `entitlements.plist` file with the following contents:
```
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.get-task-allow</key>
<true/>
</dict>
</plist>
```
2. Run the following command:
```
codesign -s - --entitlements entitlements.plist <binary>
```
Replace `<binary>` with the name of the binary, for example: `out/cmake-debug/samples/gltf_viewer`.
Afterwards, you should be able to successfully launch and attach to the executable using
Instruments.
+24 -2
View File
@@ -262,6 +262,8 @@ set(MATERIAL_SRCS
src/materials/ssao/mipmapDepth.mat
src/materials/ssao/sao.mat
src/materials/ssao/saoBentNormals.mat
src/materials/ssao/gtao.mat
src/materials/ssao/gtaoBentNormals.mat
src/materials/vsmMipmap.mat
)
@@ -318,8 +320,6 @@ endif()
# Definitions
# ==================================================================================================
# "2" corresponds to SYSTRACE_TAG_FILEMENT (See: utils/Systrace.h)
add_definitions(-DSYSTRACE_TAG=2)
add_definitions(-DFILAMENT_DFG_LUT_SIZE=${DFG_LUT_SIZE})
add_definitions(
-DFILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB=${FILAMENT_PER_RENDER_PASS_ARENA_SIZE_IN_MB}
@@ -463,6 +463,28 @@ add_custom_command(
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(
OUTPUT "${MATERIAL_DIR}/bilateralBlur.filamat"
DEPENDS src/materials/ssao/ssaoUtils.fs
+64 -36
View File
@@ -108,8 +108,12 @@ if (FILAMENT_SUPPORTS_OPENGL AND NOT FILAMENT_USE_EXTERNAL_GLES3)
list(APPEND SRCS src/opengl/platforms/PlatformCocoaTouchGL.mm)
list(APPEND SRCS src/opengl/platforms/CocoaTouchExternalImage.mm)
elseif (APPLE)
list(APPEND SRCS src/opengl/platforms/PlatformCocoaGL.mm)
list(APPEND SRCS src/opengl/platforms/CocoaExternalImage.mm)
if (FILAMENT_SUPPORTS_OSMESA)
list(APPEND SRCS src/opengl/platforms/PlatformOSMesa.cpp)
else()
list(APPEND SRCS src/opengl/platforms/PlatformCocoaGL.mm)
list(APPEND SRCS src/opengl/platforms/CocoaExternalImage.mm)
endif()
elseif (WEBGL)
list(APPEND SRCS src/opengl/platforms/PlatformWebGL.cpp)
elseif (LINUX)
@@ -173,27 +177,6 @@ endif()
if (FILAMENT_SUPPORTS_VULKAN)
list(APPEND SRCS
include/backend/platforms/VulkanPlatform.h
src/vulkan/caching/VulkanDescriptorSetManager.cpp
src/vulkan/caching/VulkanDescriptorSetManager.h
src/vulkan/caching/VulkanPipelineLayoutCache.cpp
src/vulkan/caching/VulkanPipelineLayoutCache.h
src/vulkan/memory/ResourceManager.cpp
src/vulkan/memory/ResourceManager.h
src/vulkan/memory/ResourcePointer.h
src/vulkan/memory/Resource.cpp
src/vulkan/memory/Resource.h
src/vulkan/platform/VulkanPlatform.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.h
src/vulkan/utils/Conversion.cpp
src/vulkan/utils/Conversion.h
src/vulkan/utils/Definitions.h
src/vulkan/utils/Helper.h
src/vulkan/utils/Image.h
src/vulkan/utils/Image.cpp
src/vulkan/utils/Spirv.h
src/vulkan/utils/Spirv.cpp
src/vulkan/utils/StaticVector.h
src/vulkan/VulkanAsyncHandles.h
src/vulkan/VulkanBlitter.cpp
src/vulkan/VulkanBlitter.h
@@ -204,29 +187,56 @@ if (FILAMENT_SUPPORTS_VULKAN)
src/vulkan/VulkanConstants.h
src/vulkan/VulkanContext.cpp
src/vulkan/VulkanContext.h
src/vulkan/VulkanDescriptorSetCache.cpp
src/vulkan/VulkanDescriptorSetCache.h
src/vulkan/VulkanDescriptorSetLayoutCache.cpp
src/vulkan/VulkanDescriptorSetLayoutCache.h
src/vulkan/VulkanDriver.cpp
src/vulkan/VulkanDriver.h
src/vulkan/VulkanDriverFactory.h
src/vulkan/VulkanExternalImageManager.cpp
src/vulkan/VulkanExternalImageManager.h
src/vulkan/VulkanFboCache.cpp
src/vulkan/VulkanFboCache.h
src/vulkan/VulkanHandles.cpp
src/vulkan/VulkanHandles.h
src/vulkan/VulkanMemory.h
src/vulkan/VulkanMemory.cpp
src/vulkan/VulkanMemory.h
src/vulkan/VulkanPipelineCache.cpp
src/vulkan/VulkanPipelineCache.h
src/vulkan/VulkanPipelineLayoutCache.cpp
src/vulkan/VulkanPipelineLayoutCache.h
src/vulkan/VulkanQueryManager.cpp
src/vulkan/VulkanQueryManager.h
src/vulkan/VulkanReadPixels.cpp
src/vulkan/VulkanReadPixels.h
src/vulkan/VulkanSamplerCache.cpp
src/vulkan/VulkanSamplerCache.h
src/vulkan/VulkanStagePool.cpp
src/vulkan/VulkanStagePool.h
src/vulkan/VulkanSwapChain.cpp
src/vulkan/VulkanSwapChain.h
src/vulkan/VulkanReadPixels.cpp
src/vulkan/VulkanReadPixels.h
src/vulkan/VulkanTexture.cpp
src/vulkan/VulkanTexture.h
src/vulkan/VulkanYcbcrConversionCache.cpp
src/vulkan/VulkanYcbcrConversionCache.h
src/vulkan/memory/Resource.cpp
src/vulkan/memory/Resource.h
src/vulkan/memory/ResourceManager.cpp
src/vulkan/memory/ResourceManager.h
src/vulkan/memory/ResourcePointer.h
src/vulkan/platform/VulkanPlatform.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.cpp
src/vulkan/platform/VulkanPlatformSwapChainImpl.h
src/vulkan/utils/Conversion.cpp
src/vulkan/utils/Conversion.h
src/vulkan/utils/Definitions.h
src/vulkan/utils/Helper.h
src/vulkan/utils/Image.cpp
src/vulkan/utils/Image.h
src/vulkan/utils/Spirv.cpp
src/vulkan/utils/Spirv.h
src/vulkan/utils/StaticVector.h
)
if (LINUX OR WIN32)
list(APPEND SRCS src/vulkan/platform/VulkanPlatformLinuxWindows.cpp)
@@ -247,6 +257,13 @@ if (FILAMENT_SUPPORTS_WEBGPU)
src/webgpu/WebGPUConstants.h
src/webgpu/WebGPUDriver.cpp
src/webgpu/WebGPUDriver.h
src/webgpu/WebGPUHandles.cpp
src/webgpu/WebGPUHandles.h
src/webgpu/WebGPUPipelineCreation.cpp
src/webgpu/WebGPUPipelineCreation.h
src/webgpu/WebGPUSwapChain.cpp
src/webgpu/WebGPUSwapChain.h
src/webgpu/WGPUProgram.cpp
)
if (WIN32)
list(APPEND SRCS src/webgpu/platform/WebGPUPlatformWindows.cpp)
@@ -273,12 +290,6 @@ if (ANDROID)
list(APPEND SRCS src/BackendUtilsAndroid.cpp)
endif()
# ==================================================================================================
# Definitions
# ==================================================================================================
# "2" corresponds to SYSTRACE_TAG_FILEMENT (See: utils/Systrace.h)
add_definitions(-DSYSTRACE_TAG=2 )
# ==================================================================================================
# Includes & target definition
# ==================================================================================================
@@ -296,6 +307,11 @@ target_include_directories(${TARGET} PUBLIC ${PUBLIC_HDR_DIR})
# add this subproject to the Filament folder
set_target_properties(${TARGET} PROPERTIES FOLDER Filament)
# we need to export the headers properly for backend.lib on windows
if (WIN32 AND FILAMENT_SUPPORTS_WEBGPU)
target_compile_definitions(${TARGET} PRIVATE "WGPU_IMPLEMENTATION")
endif()
# ==================================================================================================
# Expose a header-only target to minimize dependencies.
# ==================================================================================================
@@ -416,9 +432,12 @@ set(LINUX_LINKER_OPTIMIZATION_FLAGS
-Wl,--exclude-libs,bluegl
)
if (LINUX AND FILAMENT_SUPPORTS_OSMESA)
set(OSMESA_COMPILE_FLAGS
-I${FILAMENT_OSMESA_PATH}/include/GL)
if (FILAMENT_SUPPORTS_OSMESA)
if (LINUX)
set(OSMESA_COMPILE_FLAGS -I${FILAMENT_OSMESA_PATH}/include/GL)
elseif (APPLE)
set(OSMESA_COMPILE_FLAGS -I${FILAMENT_OSMESA_PATH}/include)
endif()
endif()
if (MSVC)
@@ -485,7 +504,12 @@ if (APPLE OR LINUX)
test/ShaderGenerator.cpp
test/TrianglePrimitive.cpp
test/Arguments.cpp
test/ImageExpectations.cpp
test/Lifetimes.cpp
test/PlatformRunner.cpp
test/Shader.cpp
test/SharedShaders.cpp
test/Skip.cpp
test/test_FeedbackLoops.cpp
test/test_Blit.cpp
test/test_MissingRequiredAttributes.cpp
@@ -501,6 +525,7 @@ if (APPLE OR LINUX)
test/test_Handles.cpp
)
set(BACKEND_TEST_LIBS
absl::str_format
backend
getopt
gtest
@@ -508,6 +533,9 @@ if (APPLE OR LINUX)
filamat
SPIRV
spirv-cross-glsl)
# Create input/output directories for test result images.
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/images/actual_images)
file(COPY test/expected_images DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/images)
endif()
# TODO: Disabling IOS test due to breakage wrt glslang update
@@ -516,7 +544,7 @@ if (APPLE AND NOT IOS)
list(APPEND BACKEND_TEST_SRC
test/test_RenderExternalImage.cpp)
add_library(backend_test STATIC ${BACKEND_TEST_SRC})
target_link_libraries(backend_test PRIVATE ${BACKEND_TEST_LIBS})
target_link_libraries(backend_test PUBLIC ${BACKEND_TEST_LIBS})
set(BACKEND_TEST_DEPS
OSDependent
@@ -20,10 +20,15 @@
#define TNT_FILAMENT_BACKEND_BUFFERDESCRIPTOR_H
#include <utils/compiler.h>
#include <utils/ostream.h>
#include <utility>
#include <stddef.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
class CallbackHandler;
@@ -89,8 +94,8 @@ public:
* @param callback A callback used to release the CPU buffer from this BufferDescriptor
* @param user An opaque user pointer passed to the callback function when it's called
*/
BufferDescriptor(void const* buffer, size_t size,
Callback callback = nullptr, void* user = nullptr) noexcept
BufferDescriptor(void const* buffer, size_t const size,
Callback const callback = nullptr, void* user = nullptr) noexcept
: buffer(const_cast<void*>(buffer)), size(size), mCallback(callback), mUser(user) {
}
@@ -98,11 +103,12 @@ public:
* Creates a BufferDescriptor that references a CPU memory-buffer
* @param buffer Memory address of the CPU buffer to reference
* @param size Size of the CPU buffer in bytes
* @param handler A custom handler for the callback
* @param callback A callback used to release the CPU buffer from this BufferDescriptor
* @param user An opaque user pointer passed to the callback function when it's called
*/
BufferDescriptor(void const* buffer, size_t size,
CallbackHandler* handler, Callback callback, void* user = nullptr) noexcept
BufferDescriptor(void const* buffer, size_t const size,
CallbackHandler* handler, Callback const callback, void* user = nullptr) noexcept
: buffer(const_cast<void*>(buffer)), size(size),
mCallback(callback), mUser(user), mHandler(handler) {
}
@@ -116,8 +122,9 @@ public:
*
* @param buffer Memory address of the CPU buffer to reference
* @param size Size of the CPU buffer in bytes
* @param data A pointer to the data
* @param handler Handler to use to dispatch the callback, or nullptr for the default handler
* @return a new BufferDescriptor
* @return A new BufferDescriptor
*/
template<typename T, void(T::*method)(void const*, size_t)>
static BufferDescriptor make(void const* buffer, size_t size, T* data,
@@ -164,7 +171,7 @@ public:
* @param callback The new callback function
* @param user An opaque user pointer passed to the callbeck function when it's called
*/
void setCallback(Callback callback, void* user = nullptr) noexcept {
void setCallback(Callback const callback, void* user = nullptr) noexcept {
this->mCallback = callback;
this->mUser = user;
this->mHandler = nullptr;
@@ -176,7 +183,7 @@ public:
* @param callback The new callback function
* @param user An opaque user pointer passed to the callbeck function when it's called
*/
void setCallback(CallbackHandler* handler, Callback callback, void* user = nullptr) noexcept {
void setCallback(CallbackHandler* handler, Callback const callback, void* user = nullptr) noexcept {
mCallback = callback;
mUser = user;
mHandler = handler;
@@ -55,4 +55,9 @@ public:
} // namespace filament::backend
#if !defined(NDEBUG)
utils::io::ostream& operator<<(utils::io::ostream& out,
const filament::backend::BufferObjectStreamDescriptor& b);
#endif
#endif // TNT_FILAMENT_BACKEND_BUFFEROBJECTSTREAMDESCRIPTOR_H
@@ -19,8 +19,6 @@
#include <backend/DriverApiForward.h>
#include <utils/ostream.h>
#include <initializer_list>
#include <memory>
@@ -28,6 +26,10 @@
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
void* allocateFromCommandStream(DriverApi& driver, size_t size, size_t alignment) noexcept;
+338 -42
View File
@@ -25,21 +25,26 @@
#include <backend/PresentCallable.h>
#include <utils/BitmaskEnum.h>
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Invocable.h>
#include <utils/compiler.h>
#include <utils/StaticString.h>
#include <utils/debug.h>
#include <utils/ostream.h>
#include <math/vec4.h>
#include <array>
#include <type_traits>
#include <variant>
#include <string_view>
#include <stddef.h>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
/**
* Types and enums used by filament's driver.
*
@@ -158,7 +163,7 @@ enum class TimerQueryResult : int8_t {
AVAILABLE = 1, // result is available
};
static constexpr const char* backendToString(Backend backend) {
constexpr std::string_view to_string(Backend const backend) noexcept {
switch (backend) {
case Backend::NOOP:
return "Noop";
@@ -170,9 +175,10 @@ static constexpr const char* backendToString(Backend backend) {
return "Metal";
case Backend::WEBGPU:
return "WebGPU";
default:
return "Unknown";
case Backend::DEFAULT:
return "Default";
}
return "Unknown";
}
/**
@@ -189,7 +195,7 @@ enum class ShaderLanguage {
WGSL = 5,
};
static constexpr const char* shaderLanguageToString(ShaderLanguage shaderLanguage) {
constexpr const char* shaderLanguageToString(ShaderLanguage shaderLanguage) noexcept {
switch (shaderLanguage) {
case ShaderLanguage::ESSL1:
return "ESSL 1.0";
@@ -204,6 +210,7 @@ static constexpr const char* shaderLanguageToString(ShaderLanguage shaderLanguag
case ShaderLanguage::WGSL:
return "WGSL";
}
return "UNKNOWN";
}
enum class ShaderStage : uint8_t {
@@ -221,7 +228,7 @@ enum class ShaderStageFlags : uint8_t {
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) {
case ShaderStage::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 {
UNIFORM_BUFFER,
SHADER_STORAGE_BUFFER,
SAMPLER,
INPUT_ATTACHMENT,
SAMPLER_EXTERNAL
enum class TextureType : uint8_t {
FLOAT,
INT,
UINT,
DEPTH,
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 {
NONE = 0x00,
DYNAMIC_OFFSET = 0x01
@@ -250,22 +482,31 @@ using descriptor_set_t = uint8_t;
using descriptor_binding_t = uint8_t;
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;
ShaderStageFlags stageFlags;
descriptor_binding_t binding;
DescriptorFlags flags = DescriptorFlags::NONE;
uint16_t count = 0;
uint8_t externalSamplerDataIndex = EXTERNAL_SAMPLER_DATA_INDEX_UNUSED;
// TODO: uncomment when needed. Note that this class is used as hash key. We need to ensure
// no uninitialized padding bytes.
// uint8_t externalSamplerDataIndex = EXTERNAL_SAMPLER_DATA_INDEX_UNUSED;
friend inline bool operator==(
DescriptorSetLayoutBinding const& lhs,
friend bool operator==(DescriptorSetLayoutBinding const& lhs,
DescriptorSetLayoutBinding const& rhs) noexcept {
return lhs.type == rhs.type &&
lhs.flags == rhs.flags &&
lhs.count == rhs.count &&
lhs.stageFlags == rhs.stageFlags &&
lhs.externalSamplerDataIndex == rhs.externalSamplerDataIndex;
lhs.stageFlags == rhs.stageFlags;
// lhs.stageFlags == rhs.stageFlags &&
// lhs.externalSamplerDataIndex == rhs.externalSamplerDataIndex;
}
};
@@ -291,7 +532,7 @@ enum class TargetBufferFlags : uint32_t {
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 == 1u) return TargetBufferFlags::COLOR1;
if (index == 2u) return TargetBufferFlags::COLOR2;
@@ -448,6 +689,24 @@ enum class SamplerType : uint8_t {
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
enum class SubpassType : uint8_t {
SUBPASS_INPUT
@@ -461,6 +720,20 @@ enum class SamplerFormat : uint8_t {
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
*/
@@ -500,6 +773,15 @@ enum class BufferObjectBinding : uint8_t {
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
enum class CullingMode : uint8_t {
NONE, //!< No culling, front and back faces are visible
@@ -761,6 +1043,8 @@ enum class TextureFormat : uint16_t {
SRGB_ALPHA_BPTC_UNORM, // BC7 sRGB
};
TextureType getTextureType(TextureFormat format) noexcept;
//! Bitmask describing the intended Texture Usage
enum class TextureUsage : uint16_t {
NONE = 0x0000,
@@ -788,7 +1072,7 @@ enum class TextureSwizzle : uint8_t {
};
//! returns whether this format a depth format
static constexpr bool isDepthFormat(TextureFormat format) noexcept {
constexpr bool isDepthFormat(TextureFormat format) noexcept {
switch (format) {
case TextureFormat::DEPTH32F:
case TextureFormat::DEPTH24:
@@ -801,7 +1085,7 @@ static constexpr bool isDepthFormat(TextureFormat format) noexcept {
}
}
static constexpr bool isStencilFormat(TextureFormat format) noexcept {
constexpr bool isStencilFormat(TextureFormat format) noexcept {
switch (format) {
case TextureFormat::STENCIL8:
case TextureFormat::DEPTH24_STENCIL8:
@@ -812,7 +1096,7 @@ static constexpr bool isStencilFormat(TextureFormat format) noexcept {
}
}
inline constexpr bool isColorFormat(TextureFormat format) noexcept {
constexpr bool isColorFormat(TextureFormat format) noexcept {
switch (format) {
// Standard color formats
case TextureFormat::R8:
@@ -839,7 +1123,7 @@ inline constexpr bool isColorFormat(TextureFormat format) noexcept {
return false;
}
static constexpr bool isUnsignedIntFormat(TextureFormat format) {
constexpr bool isUnsignedIntFormat(TextureFormat format) {
switch (format) {
case TextureFormat::R8UI:
case TextureFormat::R16UI:
@@ -860,7 +1144,7 @@ static constexpr bool isUnsignedIntFormat(TextureFormat format) {
}
}
static constexpr bool isSignedIntFormat(TextureFormat format) {
constexpr bool isSignedIntFormat(TextureFormat format) {
switch (format) {
case TextureFormat::R8I:
case TextureFormat::R16I:
@@ -882,35 +1166,35 @@ static constexpr bool isSignedIntFormat(TextureFormat 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;
}
//! 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;
}
//! 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;
}
static constexpr bool isS3TCSRGBCompression(TextureFormat format) noexcept {
constexpr bool isS3TCSRGBCompression(TextureFormat format) noexcept {
return format >= TextureFormat::DXT1_SRGB && format <= TextureFormat::DXT5_SRGBA;
}
//! 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;
}
//! 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;
}
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;
}
@@ -1031,19 +1315,23 @@ struct SamplerParams { // NOLINT
assert_invariant(lhs.padding2 == 0);
auto* pLhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&lhs));
auto* pRhs = reinterpret_cast<uint32_t const*>(reinterpret_cast<char const*>(&rhs));
return *pLhs == *pRhs;
return *pLhs < *pRhs;
}
};
bool isFiltered() const noexcept {
return filterMag != SamplerMagFilter::NEAREST || filterMin != SamplerMinFilter::NEAREST;
}
private:
friend inline bool operator == (SamplerParams lhs, SamplerParams rhs) noexcept {
return SamplerParams::EqualTo{}(lhs, rhs);
friend bool operator == (SamplerParams lhs, SamplerParams rhs) noexcept {
return EqualTo{}(lhs, rhs);
}
friend inline bool operator != (SamplerParams lhs, SamplerParams rhs) noexcept {
return !SamplerParams::EqualTo{}(lhs, rhs);
friend bool operator != (SamplerParams lhs, SamplerParams rhs) noexcept {
return !EqualTo{}(lhs, rhs);
}
friend inline bool operator < (SamplerParams lhs, SamplerParams rhs) noexcept {
return SamplerParams::LessThan{}(lhs, rhs);
friend bool operator < (SamplerParams lhs, SamplerParams rhs) noexcept {
return LessThan{}(lhs, rhs);
}
};
@@ -1093,15 +1381,15 @@ struct SamplerYcbcrConversion {// NOLINT
};
private:
friend inline bool operator == (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
friend bool operator == (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
noexcept {
return SamplerYcbcrConversion::EqualTo{}(lhs, rhs);
}
friend inline bool operator != (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
friend bool operator != (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
noexcept {
return !SamplerYcbcrConversion::EqualTo{}(lhs, rhs);
}
friend inline bool operator < (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
friend bool operator < (SamplerYcbcrConversion lhs, SamplerYcbcrConversion rhs)
noexcept {
return SamplerYcbcrConversion::LessThan{}(lhs, rhs);
}
@@ -1137,8 +1425,11 @@ struct ExternalSamplerDatum {
static_assert(sizeof(ExternalSamplerDatum) == 12);
struct DescriptorSetLayout {
std::variant<utils::StaticString, utils::CString, std::monostate> label;
utils::FixedCapacityVector<DescriptorSetLayoutBinding> bindings;
utils::FixedCapacityVector<ExternalSamplerDatum> externalSamplerData;
// TODO: uncomment when needed
// utils::FixedCapacityVector<ExternalSamplerDatum> externalSamplerData;
};
//! blending equation function
@@ -1451,6 +1742,11 @@ enum class Workaround : uint16_t {
DISABLE_BLIT_INTO_TEXTURE_ARRAY,
// Multiple workarounds needed for PowerVR GPUs
POWER_VR_SHADER_WORKAROUNDS,
// Some browsers, such as Firefox on Mac, struggle with slow shader compile/link times when
// creating programs for the default material, leading to startup stutters. This workaround
// prevents these stutters by not precaching depth variants of the default material for those
// particular browsers.
DISABLE_DEPTH_PRECACHE_FOR_DEFAULT_MATERIAL,
};
using StereoscopicType = backend::Platform::StereoscopicType;
+4 -3
View File
@@ -17,9 +17,6 @@
#ifndef TNT_FILAMENT_BACKEND_HANDLE_H
#define TNT_FILAMENT_BACKEND_HANDLE_H
#if !defined(NDEBUG)
#include <utils/ostream.h>
#endif
#include <utils/debug.h>
#include <type_traits> // FIXME: STL headers are not allowed in public headers
@@ -27,6 +24,10 @@
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
struct HwBufferObject;
@@ -20,12 +20,14 @@
#include <backend/DriverEnums.h>
#include <backend/Handle.h>
#include <utils/ostream.h>
#include <array>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
//! \privatesection
@@ -24,11 +24,14 @@
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/ostream.h>
#include <stddef.h>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
/**
@@ -201,23 +204,15 @@ public:
}, 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 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
* @return The size of the specified pixel 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) {
return 0;
}
@@ -239,7 +234,7 @@ public:
case PixelDataFormat::RGB_INTEGER:
n = 3;
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_INTEGER:
n = 4;
@@ -248,7 +243,7 @@ public:
size_t bpp = n;
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::BYTE:
// nothing to do
@@ -279,16 +274,35 @@ public:
bpp = 2;
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 bprAligned = (bpr + (alignment - 1)) & (~alignment + 1);
return bprAligned * height;
}
//! left coordinate in pixels
uint32_t left = 0;
uint32_t left = 0;
//! top coordinate in pixels
uint32_t top = 0;
uint32_t top = 0;
union {
struct {
//! stride in pixels
+6 -4
View File
@@ -20,12 +20,10 @@
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Invocable.h>
#include <utils/ostream.h>
#include <backend/DriverEnums.h>
#include <array>
#include <unordered_map>
#include <tuple>
#include <utility>
#include <variant>
@@ -33,6 +31,10 @@
#include <stddef.h>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
class Program {
@@ -44,8 +46,8 @@ public:
struct Descriptor {
utils::CString name;
backend::DescriptorType type;
backend::descriptor_binding_t binding;
DescriptorType type;
descriptor_binding_t binding;
};
struct SpecializationConstant {
@@ -19,22 +19,26 @@
#include <backend/Handle.h>
#include <utils/ostream.h>
#include <utility>
#include <stddef.h>
#include <stdint.h>
namespace utils::io {
class ostream;
} // namespace utils::io
namespace filament::backend {
//! \privatesection
struct TargetBufferInfo {
// note: the parameters of this constructor are not in the order of this structure's fields
TargetBufferInfo(Handle<HwTexture> handle, uint8_t level, uint16_t layer) noexcept
: handle(handle), level(level), layer(layer) {
TargetBufferInfo(Handle<HwTexture> handle, uint8_t const level, uint16_t const layer) noexcept
: handle(std::move(handle)), level(level), layer(layer) {
}
TargetBufferInfo(Handle<HwTexture> handle, uint8_t level) noexcept
TargetBufferInfo(Handle<HwTexture> handle, uint8_t const level) noexcept
: handle(handle), level(level) {
}
@@ -70,11 +74,11 @@ private:
TargetBufferInfo mInfos[MAX_SUPPORTED_RENDER_TARGET_COUNT];
public:
TargetBufferInfo const& operator[](size_t i) const noexcept {
TargetBufferInfo const& operator[](size_t const i) const noexcept {
return mInfos[i];
}
TargetBufferInfo& operator[](size_t i) noexcept {
TargetBufferInfo& operator[](size_t const i) noexcept {
return mInfos[i];
}
@@ -33,7 +33,7 @@ public:
PlatformCocoaGL();
~PlatformCocoaGL() noexcept override;
ExternalImageHandle createExternalImage(void* cvPixelBuffer) noexcept;
ExternalImageHandle UTILS_PUBLIC createExternalImage(void* cvPixelBuffer) noexcept;
protected:
// --------------------------------------------------------------------------------------------
@@ -32,7 +32,7 @@ public:
PlatformCocoaTouchGL();
~PlatformCocoaTouchGL() noexcept override;
ExternalImageHandle createExternalImage(void* cvPixelBuffer) noexcept;
ExternalImageHandle UTILS_PUBLIC createExternalImage(void* cvPixelBuffer) noexcept;
// --------------------------------------------------------------------------------------------
// Platform Interface
@@ -50,7 +50,7 @@ public:
/**
* Creates an ExternalImage from a EGLImageKHR
*/
ExternalImageHandle createExternalImage(EGLImageKHR eglImage) noexcept;
ExternalImageHandle UTILS_PUBLIC createExternalImage(EGLImageKHR eglImage) noexcept;
protected:
// --------------------------------------------------------------------------------------------
@@ -23,6 +23,7 @@
#include <backend/platforms/PlatformEGL.h>
#include <utils/android/PerformanceHintManager.h>
#include <utils/compiler.h>
#include <chrono>
@@ -43,8 +44,21 @@ public:
PlatformEGLAndroid() noexcept;
~PlatformEGLAndroid() noexcept override;
protected:
/**
* Creates an ExternalImage from a EGLImageKHR
*/
ExternalImageHandle UTILS_PUBLIC createExternalImage(AHardwareBuffer const* buffer, bool sRGB) noexcept;
struct UTILS_PUBLIC ExternalImageDescAndroid {
uint32_t width; // Texture width
uint32_t height; // Texture height
TextureFormat format;// Texture format
TextureUsage usage; // Texture usage flags
};
ExternalImageDescAndroid UTILS_PUBLIC getExternalImageDesc(ExternalImageHandle externalImage) noexcept;
protected:
// --------------------------------------------------------------------------------------------
// Platform Interface
@@ -57,11 +71,6 @@ protected:
Driver* createDriver(void* sharedContext,
const Platform::DriverConfig& driverConfig) noexcept override;
/**
* Creates an ExternalImage from a EGLImageKHR
*/
ExternalImageHandle createExternalImage(AHardwareBuffer const *buffer, bool sRGB) noexcept;
// --------------------------------------------------------------------------------------------
// OpenGLPlatform Interface
@@ -95,15 +104,26 @@ protected:
*/
AcquiredImage transformAcquiredImage(AcquiredImage source) noexcept override;
bool setExternalImage(ExternalImageHandleRef externalImage, ExternalTexture* texture) noexcept override;
OpenGLPlatform::ExternalTexture* createExternalImageTexture() noexcept override;
void destroyExternalImageTexture(ExternalTexture* texture) noexcept override;
struct ExternalImageEGLAndroid : public ExternalImageEGL {
AHardwareBuffer* aHardwareBuffer = nullptr;
uint32_t width; // Texture width
uint32_t height; // Texture height
TextureFormat format;// Texture format
TextureUsage usage; // Texture usage flags
bool sRGB = false;
protected:
~ExternalImageEGLAndroid() override;
};
bool setExternalImage(ExternalImageHandleRef externalImage,
ExternalTexture* texture) noexcept override;
bool setImage(ExternalImageEGLAndroid const* eglExternalImage,
ExternalTexture* texture) noexcept;
protected:
bool makeCurrent(ContextType type,
SwapChain* drawSwapChain,
@@ -39,18 +39,40 @@ public:
Driver* createDriver(void* sharedContext, const Platform::DriverConfig& driverConfig) noexcept override;
int getOSVersion() const noexcept override { return 0; }
/**
* Optionally initializes the Metal platform by acquiring resources necessary for rendering.
*
* This method attempts to acquire a Metal device and command queue, returning true if both are
* successfully obtained, or false otherwise. Typically, these objects are acquired when
* the Metal backend is initialized. This method allows clients to check for their availability
* earlier.
*
* Calling initialize() is optional and safe to do so multiple times. After initialize() returns
* true, subsequent calls will continue to return true but have no effect.
*
* initialize() must be called from the main thread.
*
* @returns true if the device and command queue have been successfully obtained; false
* otherwise.
*/
bool initialize() noexcept;
/**
* Obtain the preferred Metal device object for the backend to use.
*
* On desktop platforms, there may be multiple GPUs suitable for rendering, and this method is
* free to decide which one to use. On mobile systems with a single GPU, implementations should
* simply return the result of MTLCreateSystemDefaultDevice();
*
* createDevice is called by the Metal backend from the backend thread.
*/
virtual void createDevice(MetalDevice& outDevice) noexcept;
/**
* Create a command submission queue on the Metal device object.
*
* createCommandQueue is called by the Metal backend from the backend thread.
*
* @param device The device which was returned from createDevice()
*/
virtual void createCommandQueue(
@@ -60,6 +82,8 @@ public:
* Obtain a MTLCommandBuffer enqueued on this Platform's MTLCommandQueue. The command buffer is
* guaranteed to execute before all subsequent command buffers created either by Filament, or
* further calls to this method.
*
* createAndEnqueueCommandBuffer must be called from the main thread.
*/
void createAndEnqueueCommandBuffer(MetalCommandBuffer& outCommandBuffer) noexcept;
@@ -68,6 +92,8 @@ public:
*
* Each frame rendered requires a CAMetalDrawable texture, which is presented on-screen at the
* completion of each frame. These are limited and provided round-robin style by the system.
*
* setDrawableFailureBehavior must be called from the main thread.
*/
enum class DrawableFailureBehavior : uint8_t {
/**
@@ -21,7 +21,12 @@
#include "bluegl/BlueGL.h"
#if defined(__linux__)
#include <osmesa.h>
#elif defined(__APPLE__)
#undef GLAPI
#include <GL/osmesa.h>
#endif
#include <backend/platforms/OpenGLPlatform.h>
#include <backend/DriverEnums.h>
@@ -27,8 +27,11 @@
#include <utils/Hash.h>
#include <utils/PrivateImplementation.h>
#include <cstddef>
#include <functional>
#include <tuple>
#include <unordered_set>
#include <string>
#include <stddef.h>
#include <stdint.h>
@@ -104,10 +107,6 @@ public:
// Semaphore to be signaled once the image is available.
VkSemaphore imageReadySemaphore = VK_NULL_HANDLE;
// A function called right before vkQueueSubmit. After this call, the image must be
// available. This pointer can be null if imageReadySemaphore is not VK_NULL_HANDLE.
std::function<void(SwapChainPtr handle)> explicitImageReadyWait = nullptr;
};
VulkanPlatform();
@@ -298,6 +297,16 @@ public:
VkQueue getProtectedGraphicsQueue() const noexcept;
struct ExternalImageMetadata {
/**
* The Filament texture format.
*/
TextureFormat filamentFormat;
/**
* The Filament texture usage.
*/
TextureUsage filamentUsage;
/**
* The width of the external image
*/
@@ -308,11 +317,6 @@ public:
*/
uint32_t height;
/**
* The layerCount of the external image
*/
uint32_t layerCount;
/**
* The layer count of the external image
*/
@@ -328,11 +332,6 @@ public:
*/
VkFormat format;
/**
* An external buffer can be protected. This tells you if it is.
*/
bool isProtected;
/**
* The type of external format (opaque int) if used.
*/
@@ -352,42 +351,75 @@ public:
* Heap information
*/
uint32_t memoryTypeBits;
/**
* Ycbcr conversion components
*/
VkComponentMapping ycbcrConversionComponents;
/**
* Ycbcr model
*/
VkSamplerYcbcrModelConversion ycbcrModel;
/**
* Ycbcr range
*/
VkSamplerYcbcrRange ycbcrRange;
/**
* Ycbcr x chroma offset
*/
VkChromaLocation xChromaOffset;
/**
* Ycbcr y chroma offset
*/
VkChromaLocation yChromaOffset;
};
virtual ExternalImageMetadata getExternalImageMetadata(ExternalImageHandleRef externalImage);
using ImageData = std::pair<VkImage, VkDeviceMemory>;
virtual ImageData createExternalImageData(ExternalImageHandleRef externalImage,
const ExternalImageMetadata& metadata, uint32_t memoryTypeIndex,
VkImageUsageFlags usage);
virtual VkSampler createExternalSampler(SamplerYcbcrConversion chroma,
SamplerParams sampler,
uint32_t internalFormat);
// Note that the image metadata might change per-frame, hence we need a method for extracting
// it.
virtual ExternalImageMetadata extractExternalImageMetadata(ExternalImageHandleRef image) const {
return {};
}
virtual VkImageView createExternalImageView(SamplerYcbcrConversion chroma,
uint32_t internalFormat, VkImage image, VkImageSubresourceRange range,
VkImageViewType viewType, VkComponentMapping swizzle);
struct ImageData {
struct Bundle {
VkImage image = VK_NULL_HANDLE;
VkDeviceMemory memory = VK_NULL_HANDLE;
inline bool valid() const noexcept {
return image != VK_NULL_HANDLE;
}
};
// It's possible for the external image to also have a known VK format. We need to create an
// image for that in case we are not looking to use an external "sampler" with this image.
Bundle internal;
// If we get a externalFormat in the metadata, then we should create an image with
// VK_FORMAT_UNDEFINED
Bundle external;
};
virtual ImageData createVkImageFromExternal(ExternalImageHandleRef image) const {
return {};
}
protected:
virtual ExtensionSet getSwapchainInstanceExtensions() const;
using SurfaceBundle = std::tuple<VkSurfaceKHR, VkExtent2D>;
virtual SurfaceBundle createVkSurfaceKHR(void* nativeWindow, VkInstance instance,
uint64_t flags) const noexcept;
private:
static ExtensionSet getSwapchainInstanceExtensions();
static ExternalImageMetadata getExternalImageMetadataImpl(ExternalImageHandleRef externalImage,
VkDevice device);
static ImageData createExternalImageDataImpl(ExternalImageHandleRef externalImage,
VkDevice device, const ExternalImageMetadata& metadata, uint32_t memoryTypeIndex,
VkImageUsageFlags usage);
static VkSampler createExternalSamplerImpl(VkDevice device,
SamplerYcbcrConversion chroma, SamplerParams sampler,
uint32_t internalFormat);
static VkImageView createExternalImageViewImpl(VkDevice device,
SamplerYcbcrConversion chroma, uint32_t internalFormat, VkImage image,
VkImageSubresourceRange range, VkImageViewType viewType,
VkComponentMapping swizzle);
// Platform dependent helper methods
static ExtensionSet getSwapchainInstanceExtensionsImpl();
// Platform dependent helper methods
using SurfaceBundle = std::tuple<VkSurfaceKHR, VkExtent2D>;
static SurfaceBundle createVkSurfaceKHR(void* nativeWindow, VkInstance instance,
static SurfaceBundle createVkSurfaceKHRImpl(void* nativeWindow, VkInstance instance,
uint64_t flags) noexcept;
friend struct VulkanPlatformPrivate;
@@ -17,27 +17,50 @@
#ifndef TNT_FILAMENT_BACKEND_PLATFORMS_VULKAN_PLATFORM_ANDROID_H
#define TNT_FILAMENT_BACKEND_PLATFORMS_VULKAN_PLATFORM_ANDROID_H
#include <backend/Platform.h>
#include <backend/DriverEnums.h>
#include <backend/platforms/VulkanPlatform.h>
#include <android/hardware_buffer.h>
namespace filament::backend::fvkandroid {
namespace filament::backend {
struct ExternalImageVulkanAndroid : public Platform::ExternalImage {
AHardwareBuffer* aHardwareBuffer = nullptr;
bool sRGB = false;
unsigned int width; // Texture width
unsigned int height; // Texture height
TextureFormat format; // Texture format
TextureUsage usage; // Texture usage flags
class VulkanPlatformAndroid : public VulkanPlatform {
public:
ExternalImageHandle UTILS_PUBLIC createExternalImage(AHardwareBuffer const* buffer,
bool sRGB) noexcept;
struct UTILS_PUBLIC ExternalImageDescAndroid {
uint32_t width; // Texture width
uint32_t height; // Texture height
TextureFormat format;// Texture format
TextureUsage usage; // Texture usage flags
};
ExternalImageDescAndroid UTILS_PUBLIC getExternalImageDesc(
ExternalImageHandleRef externalImage) const noexcept;
virtual ExternalImageMetadata extractExternalImageMetadata(
ExternalImageHandleRef image) const override;
virtual ImageData createVkImageFromExternal(ExternalImageHandleRef image) const override;
protected:
~ExternalImageVulkanAndroid() override;
virtual ExtensionSet getSwapchainInstanceExtensions() const override;
using SurfaceBundle = VulkanPlatform::SurfaceBundle;
virtual SurfaceBundle createVkSurfaceKHR(void* nativeWindow, VkInstance instance,
uint64_t flags) const noexcept override;
private:
struct ExternalImageVulkanAndroid : public Platform::ExternalImage {
AHardwareBuffer* aHardwareBuffer = nullptr;
bool sRGB = false;
protected:
~ExternalImageVulkanAndroid() override;
};
};
Platform::ExternalImageHandle createExternalImage(AHardwareBuffer const* buffer,
bool sRGB) noexcept;
}// namespace filament::backend
} // namespace filament::backend::fvkandroid
#endif // TNT_FILAMENT_BACKEND_PLATFORMS_VULKAN_PLATFORM_ANDROID_H
#endif// TNT_FILAMENT_BACKEND_PLATFORMS_VULKAN_PLATFORM_ANDROID_H
@@ -38,6 +38,12 @@ public:
[[nodiscard]] wgpu::Instance& getInstance() noexcept { return mInstance; }
// TODO consider that this functionality is not WebGPU-specific, and thus could be
// placed in a generic place and even reused across backends. Alternatively,
// a 3rd party library could be considered. However, this was a simple and
// quick change and works for now.
// gets the size (height and width) of the surface/window
[[nodiscard]] wgpu::Extent2D getSurfaceExtent(void* nativeWindow) const;
// either returns a valid surface or panics
[[nodiscard]] wgpu::Surface createSurface(void* nativeWindow, uint64_t flags);
// either returns a valid adapter or panics
@@ -40,9 +40,11 @@
#include <stddef.h>
#include <stdint.h>
#define HandleAllocatorGL HandleAllocator<32, 96, 184> // ~4520 / pool / MiB
#define HandleAllocatorVK HandleAllocator<64, 160, 312> // ~1820 / pool / MiB
#define HandleAllocatorMTL HandleAllocator<32, 64, 552> // ~1660 / pool / MiB
#define HandleAllocatorGL HandleAllocator<32, 96, 184> // ~4520 / pool / MiB
#define HandleAllocatorVK HandleAllocator<64, 160, 312> // ~1820 / pool / MiB
#define HandleAllocatorMTL HandleAllocator<32, 64, 552> // ~1660 / pool / MiB
// TODO WebGPU examine right size of handles
#define HandleAllocatorWGPU HandleAllocator<64, 160, 552> // ~1820 / pool / MiB
namespace filament::backend {
+139
View File
@@ -18,6 +18,8 @@
#include "DataReshaper.h"
#include <backend/DriverEnums.h>
#include <utils/CString.h>
#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 {
switch (format) {
case TextureFormat::R8:
+4 -3
View File
@@ -18,12 +18,13 @@
#include "private/backend/CircularBuffer.h"
#include "private/backend/CommandStream.h"
#include <private/utils/Tracing.h>
#include <utils/compiler.h>
#include <utils/Log.h>
#include <utils/Mutex.h>
#include <utils/ostream.h>
#include <utils/Panic.h>
#include <utils/Systrace.h>
#include <utils/debug.h>
#include <algorithm>
@@ -79,7 +80,7 @@ bool CommandBufferQueue::isExitRequested() const {
void CommandBufferQueue::flush() noexcept {
SYSTRACE_CALL();
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
CircularBuffer& circularBuffer = mCircularBuffer;
if (circularBuffer.empty()) {
@@ -129,7 +130,7 @@ void CommandBufferQueue::flush() noexcept {
mHighWatermark = std::max(mHighWatermark, totalUsed);
#endif
SYSTRACE_NAME("waiting: CircularBuffer::flush()");
FILAMENT_TRACING_NAME(FILAMENT_TRACING_CATEGORY_FILAMENT, "waiting: CircularBuffer::flush()");
FILAMENT_CHECK_POSTCONDITION(!mPaused) <<
"CommandStream is full, but since the rendering thread is paused, "
+12 -10
View File
@@ -16,6 +16,8 @@
#include "private/backend/CommandStream.h"
#include <private/utils/Tracing.h>
#if DEBUG_COMMAND_STREAM
#include <utils/CallStack.h>
#endif
@@ -24,7 +26,6 @@
#include <utils/Log.h>
#include <utils/ostream.h>
#include <utils/Profiler.h>
#include <utils/Systrace.h>
#include <cstddef>
#include <functional>
@@ -79,12 +80,13 @@ CommandStream::CommandStream(Driver& driver, CircularBuffer& buffer) noexcept
}
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.
Profiler profiler;
if (SYSTRACE_TAG) {
if constexpr (FILAMENT_TRACING_ENABLED) {
if (UTILS_UNLIKELY(mUsePerformanceCounter)) {
// we want to remove all this when tracing is completely disabled
profiler.resetEvents(Profiler::EV_CPU_CYCLES | Profiler::EV_BPU_MISSES);
@@ -100,17 +102,17 @@ void CommandStream::execute(void* buffer) {
}
});
if (SYSTRACE_TAG) {
if constexpr (FILAMENT_TRACING_ENABLED) {
if (UTILS_UNLIKELY(mUsePerformanceCounter)) {
// we want to remove all this when tracing is completely disabled
profiler.stop();
UTILS_UNUSED Profiler::Counters const counters = profiler.readCounters();
SYSTRACE_CONTEXT();
SYSTRACE_VALUE32("GLThread (I)", counters.getInstructions());
SYSTRACE_VALUE32("GLThread (C)", counters.getCpuCycles());
SYSTRACE_VALUE32("GLThread (CPI x10)", counters.getCPI() * 10);
SYSTRACE_VALUE32("GLThread (BPU miss)", counters.getBranchMisses());
SYSTRACE_VALUE32("GLThread (I / BPU miss)",
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (I)", counters.getInstructions());
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (C)", counters.getCpuCycles());
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (CPI x10)", counters.getCPI() * 10);
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (BPU miss)", counters.getBranchMisses());
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "GLThread (I / BPU miss)",
counters.getInstructions() / counters.getBranchMisses());
}
}
@@ -20,8 +20,9 @@
#include "private/backend/Driver.h"
#include "private/backend/CommandStream.h"
#include <private/utils/Tracing.h>
#include <utils/compiler.h>
#include <utils/Systrace.h>
#include <utility>
@@ -38,7 +39,7 @@
#if DEBUG_LEVEL == DEBUG_LEVEL_NONE
# define SYSTRACE()
#elif DEBUG_LEVEL == DEBUG_LEVEL_SYSTRACE
# define SYSTRACE() SYSTRACE_CALL();
# define SYSTRACE() FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
#else
# error "invalid debug level"
#endif
+3 -3
View File
@@ -16,7 +16,7 @@
#include "CompilerThreadPool.h"
#include <utils/Systrace.h>
#include <private/utils/Tracing.h>
#include <memory>
@@ -41,7 +41,7 @@ void CompilerThreadPool::init(uint32_t threadCount,
for (size_t i = 0; i < threadCount; i++) {
mCompilerThreads.emplace_back([this, setup, cleanup]() {
SYSTRACE_CONTEXT();
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
(*setup)();
@@ -54,7 +54,7 @@ void CompilerThreadPool::init(uint32_t threadCount,
[](auto&& q) { return q.empty(); }));
});
SYSTRACE_VALUE32("CompilerThreadPool Jobs",
FILAMENT_TRACING_VALUE(FILAMENT_TRACING_CATEGORY_FILAMENT, "CompilerThreadPool Jobs",
mQueues[0].size() + mQueues[1].size());
if (UTILS_LIKELY(!mExitRequested)) {
+12 -10
View File
@@ -23,11 +23,12 @@
#include <backend/BufferDescriptor.h>
#include <backend/DriverEnums.h>
#include <private/utils/Tracing.h>
#include <utils/compiler.h>
#include <utils/debug.h>
#include <utils/Log.h>
#include <utils/ostream.h>
#include <utils/Systrace.h>
#include <math/half.h>
#include <math/vec2.h>
@@ -151,30 +152,31 @@ void DriverBase::debugCommandBegin(CommandStream* cmds, bool synchronous, const
utils::slog.d << methodName << utils::io::endl;
}
if constexpr (bool(FILAMENT_DEBUG_COMMANDS & FILAMENT_DEBUG_COMMANDS_SYSTRACE)) {
SYSTRACE_CONTEXT();
SYSTRACE_NAME_BEGIN(methodName);
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
FILAMENT_TRACING_NAME_BEGIN(FILAMENT_TRACING_CATEGORY_FILAMENT, methodName);
if (!synchronous) {
cmds->queueCommand([=]() {
SYSTRACE_CONTEXT();
SYSTRACE_NAME_BEGIN(methodName);
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
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_SYSTRACE)) {
if (!synchronous) {
cmds->queueCommand([]() {
SYSTRACE_CONTEXT();
SYSTRACE_NAME_END();
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
FILAMENT_TRACING_NAME_END(FILAMENT_TRACING_CATEGORY_FILAMENT);
});
}
SYSTRACE_CONTEXT();
SYSTRACE_NAME_END();
FILAMENT_TRACING_CONTEXT(FILAMENT_TRACING_CATEGORY_FILAMENT);
FILAMENT_TRACING_NAME_END(FILAMENT_TRACING_CATEGORY_FILAMENT);
}
}
}
+4
View File
@@ -211,4 +211,8 @@ template class HandleAllocatorVK;
template class HandleAllocatorMTL;
#endif
#if defined (FILAMENT_SUPPORTS_WEBGPU)
template class HandleAllocatorWGPU;
#endif
} // namespace filament::backend
+1
View File
@@ -17,6 +17,7 @@
#include <backend/Platform.h>
#include <utils/compiler.h>
#include <utils/ostream.h>
#include <atomic>
#include <utility>
+28 -9
View File
@@ -16,9 +16,15 @@
#include <private/backend/PlatformFactory.h>
#include <utils/Systrace.h>
#include <private/utils/Tracing.h>
#include <utils/debug.h>
// We need to keep this up top for the linux (X11) name collisions.
#if defined(FILAMENT_SUPPORTS_WEBGPU)
#include "backend/platforms/WebGPUPlatform.h"
#endif
#if defined(__ANDROID__)
#include <sys/system_properties.h>
#if defined(FILAMENT_SUPPORTS_OPENGL) && !defined(FILAMENT_USE_EXTERNAL_GLES3)
@@ -30,7 +36,11 @@
#endif
#elif defined(__APPLE__)
#if defined(FILAMENT_SUPPORTS_OPENGL) && !defined(FILAMENT_USE_EXTERNAL_GLES3)
#include <backend/platforms/PlatformCocoaGL.h>
#if defined(FILAMENT_SUPPORTS_OSMESA)
#include <backend/platforms/PlatformOSMesa.h>
#else
#include <backend/platforms/PlatformCocoaGL.h>
#endif
#endif
#elif defined(__linux__)
#if defined(FILAMENT_SUPPORTS_X11)
@@ -55,7 +65,11 @@
#endif
#if defined(FILAMENT_DRIVER_SUPPORTS_VULKAN)
#include "backend/platforms/VulkanPlatform.h"
#if defined(__ANDROID__)
#include "backend/platforms/VulkanPlatformAndroid.h"
#else
#include "backend/platforms/VulkanPlatform.h"
#endif
#endif
#if defined (FILAMENT_SUPPORTS_METAL)
@@ -65,9 +79,6 @@ filament::backend::Platform* createDefaultMetalPlatform();
#endif
#include "noop/PlatformNoop.h"
#if defined(FILAMENT_SUPPORTS_WEBGPU)
#include "backend/platforms/WebGPUPlatform.h"
#endif
namespace filament::backend {
@@ -75,7 +86,7 @@ namespace filament::backend {
// responsible for destroying it. Initialization of the backend API is deferred until
// createDriver(). The passed-in backend hint is replaced with the resolved backend.
Platform* PlatformFactory::create(Backend* backend) noexcept {
SYSTRACE_CALL();
FILAMENT_TRACING_CALL(FILAMENT_TRACING_CATEGORY_FILAMENT);
assert_invariant(backend);
#if defined(__ANDROID__)
@@ -104,7 +115,11 @@ Platform* PlatformFactory::create(Backend* backend) noexcept {
}
if (*backend == Backend::VULKAN) {
#if defined(FILAMENT_DRIVER_SUPPORTS_VULKAN)
return new VulkanPlatform();
#if defined(__ANDROID__)
return new VulkanPlatformAndroid();
#else
return new VulkanPlatform();
#endif
#else
return nullptr;
#endif
@@ -132,7 +147,11 @@ Platform* PlatformFactory::create(Backend* backend) noexcept {
#elif defined(FILAMENT_IOS)
return new PlatformCocoaTouchGL();
#elif defined(__APPLE__)
return new PlatformCocoaGL();
#if defined(FILAMENT_SUPPORTS_OSMESA)
return new PlatformOSMesa();
#else
return new PlatformCocoaGL();
#endif
#elif defined(__linux__)
#if defined(FILAMENT_SUPPORTS_X11)
return new PlatformGLX();
+1 -1
View File
@@ -17,7 +17,7 @@
#ifndef 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)
@@ -19,6 +19,8 @@
#include "MetalContext.h"
#include <utils/Panic.h>
namespace filament {
namespace backend {
+26 -22
View File
@@ -672,22 +672,8 @@ void MetalDriver::createTimerQueryR(Handle<HwTimerQuery> tqh, int) {
// nothing to do, timer query was constructed in createTimerQueryS
}
const char* toString(DescriptorType type) {
switch (type) {
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) {
UTILS_UNUSED
static const char* toString(ShaderStageFlags flags) {
std::vector<const char*> stages;
if (any(flags & ShaderStageFlags::VERTEX)) {
stages.push_back("VERTEX");
@@ -721,15 +707,25 @@ const char* toString(DescriptorFlags flags) {
void MetalDriver::createDescriptorSetLayoutR(
Handle<HwDescriptorSetLayout> dslh, DescriptorSetLayout&& info) {
#if FILAMENT_METAL_DEBUG_LOG == 1
const char* labelStr = "";
std::visit([&labelStr](auto&& arg) {
using T = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<T, utils::CString> || std::is_same_v<T, utils::StaticString>) {
labelStr = arg.c_str();
}
}, info.label);
std::sort(info.bindings.begin(), info.bindings.end(),
[](const auto& a, const auto& b) { return a.binding < b.binding; });
DEBUG_LOG("createDescriptorSetLayoutR(dslh = %d, info = {\n", dslh.getId());
DEBUG_LOG("createDescriptorSetLayoutR(dslh = %d, info = { label = %s,\n", dslh.getId(),
labelStr);
for (size_t i = 0; i < info.bindings.size(); i++) {
DEBUG_LOG(" {binding = %d, type = %s, count = %d, stage = %s, flags = %s},\n",
info.bindings[i].binding, toString(info.bindings[i].type), info.bindings[i].count,
toString(info.bindings[i].stageFlags), toString(info.bindings[i].flags));
}
DEBUG_LOG("})\n");
#endif
construct_handle<MetalDescriptorSetLayout>(dslh, std::move(info));
}
@@ -1177,9 +1173,17 @@ size_t MetalDriver::getMaxUniformBufferSize() {
return 256 * 1024 * 1024; // TODO: return the actual size instead of hardcoding the minspec
}
size_t MetalDriver::getMaxTextureSize(SamplerType) {
// TODO: return the actual size instead of hardcoding the minspec
return 2048;
size_t MetalDriver::getMaxTextureSize(SamplerType type) {
if (type == SamplerType::SAMPLER_3D) {
return 2048;
}
if (mContext->highestSupportedGpuFamily.apple >= 3 ||
mContext->highestSupportedGpuFamily.mac >= 2) {
return 16384;
} else if (mContext->highestSupportedGpuFamily.apple >= 2) {
return 8192;
}
return 4096;
}
size_t MetalDriver::getMaxArrayTextureLayers() {
@@ -1400,8 +1404,8 @@ void MetalDriver::setRenderPrimitiveBuffer(Handle<HwRenderPrimitive> rph, Primit
auto primitive = handle_cast<MetalRenderPrimitive>(rph);
auto vertexBuffer = handle_cast<MetalVertexBuffer>(vbh);
auto indexBuffer = handle_cast<MetalIndexBuffer>(ibh);
MetalVertexBufferInfo const* const vbi = handle_cast<MetalVertexBufferInfo>(vertexBuffer->vbih);
primitive->setBuffers(vbi, vertexBuffer, indexBuffer);
primitive->vertexBuffer = vertexBuffer;
primitive->indexBuffer = indexBuffer;
primitive->type = pt;
}
+1
View File
@@ -185,6 +185,7 @@ inline MTLPixelFormat getMetalFormat(PixelDataFormat format, PixelDataType type)
CONVERT(RGBA_INTEGER, UINT, RGBA32Uint);
CONVERT(RGBA_INTEGER, INT, RGBA32Sint);
CONVERT(RGBA, FLOAT, RGBA32Float);
CONVERT(DEPTH_COMPONENT, FLOAT, Depth32Float);
#undef CONVERT
return MTLPixelFormatInvalid;
@@ -194,12 +194,8 @@ struct MetalIndexBuffer : public HwIndexBuffer {
};
struct MetalRenderPrimitive : public HwRenderPrimitive {
MetalRenderPrimitive();
void setBuffers(MetalVertexBufferInfo const* const vbi,
MetalVertexBuffer* vertexBuffer, MetalIndexBuffer* indexBuffer);
// The pointers to MetalVertexBuffer and MetalIndexBuffer are "weak".
// The MetalVertexBuffer and MetalIndexBuffer must outlive the MetalRenderPrimitive.
MetalVertexBuffer* vertexBuffer = nullptr;
MetalIndexBuffer* indexBuffer = nullptr;
};
@@ -380,7 +376,6 @@ public:
math::uint2 getAttachmentSize() noexcept;
bool isDefaultRenderTarget() const { return defaultRenderTarget; }
uint8_t getSamples() const { return samples; }
Attachment getDrawColorAttachment(size_t index);

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