Compare commits
1 Commits
v1.32.1
...
bjd/update
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
e2fa38590d |
@@ -31,7 +31,7 @@ repositories {
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}
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dependencies {
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implementation 'com.google.android.filament:filament-android:1.32.1'
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implementation 'com.google.android.filament:filament-android:1.32.0'
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}
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```
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@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
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iOS projects can use CocoaPods to install the latest release:
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```
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pod 'Filament', '~> 1.32.1'
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pod 'Filament', '~> 1.32.0'
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```
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### Snapshots
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@@ -13,7 +13,22 @@ Before starting, ensure that each of these branches is up-to-date with origin:
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It should have the version corresponding to its name, $RELEASE.
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## 1. Bump versions on main to $RELEASE.
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## 1. Update RELEASE_NOTES.md on the rc branch.
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Checkout the rc/$RELEASE branch. In RELEASE_NOTES.md, locate the header corresponding to $RELEASE
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and write release notes. To see which commits make up the release, run:
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```
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build/common/release.sh -c rc/$RELEASE
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```
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Commit the changes to rc/$RELEASE with the title:
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```
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Update RELEASE_NOTES for $RELEASE
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```
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## 2. Bump versions on main to $RELEASE.
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Checkout main and run the following command to bump Filament's version to $RELEASE:
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@@ -29,19 +44,49 @@ Release Filament $RELEASE
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Do not push to origin yet.
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## 2. Update RELEASE_NOTES.md on main.
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## 3. Cherry-pick RELEASE_NOTES change from rc branch to main.
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Create a new header in RELEASE_NOTES.md for $NEXT_RELEASE. Copy the release notes in
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NEW_RELEASE_NOTES.md to RELEASE_NOTES.md under the new header. Clear NEW_RELEASE_NOTES.md.
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```
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git cherry-pick rc/$RELEASE
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```
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Amend these changes to the "Release Filament $RELEASE" commit.
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Update the headers. The "main branch" header becomes a header for $NEXT_RELEASE, and a new "main
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branch" header is added.
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For example, this:
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```
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## main branch
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- foo
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- bar
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## v1.9.3
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- baz
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- bat
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```
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becomes:
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```
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## main branch
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## v1.9.4
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- foo
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- bar
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## v1.9.3
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- baz
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- bat
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```
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Ammend these changes to the cherry-picked change.
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```
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git add -u
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git commit --amend --no-edit
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```
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## 3. Run release script.
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## 4. Run release script.
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```
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build/common/release.sh rc/$RELEASE rc/$NEXT_RELEASE
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@@ -50,18 +95,18 @@ build/common/release.sh rc/$RELEASE rc/$NEXT_RELEASE
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This script will merge rc/$RELEASE into release, delete the rc branch, and create a new rc
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branch called rc/$NEXT_RELEASE. Verify that everything looks okay locally.
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## 4. Push the release branch.
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## 5. Push the release branch.
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```
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git push origin release
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```
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## 5. Create the GitHub release.
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## 6. Create the GitHub release.
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Use the GitHub UI to create a GitHub release corresponding to $RELEASE version.
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Make sure the target is set to the release branch.
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## 6. Delete the old rc branch (optional).
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## 7. Delete the old rc branch (optional).
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This step is optional. The old rc branch may be left alive for a few weeks for posterity.
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@@ -69,7 +114,7 @@ This step is optional. The old rc branch may be left alive for a few weeks for p
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git push origin --delete rc/$RELEASE
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```
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## 7. Bump the version on the new rc branch to $NEXT_RELEASE.
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## 8. Bump the version on the new rc branch to $NEXT_RELEASE.
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```
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git checkout rc/$NEXT_RELEASE
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@@ -82,19 +127,19 @@ Commit the changes to rc/$NEXT_RELEASE with the title:
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Bump version to $NEXT_RELEASE
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```
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## 8. Push main.
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## 9. Push main.
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```
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git push origin main
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```
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## 9. Push the new rc branch.
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## 10. Push the new rc branch.
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```
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git push origin -u rc/$NEXT_RELEASE
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```
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## 10. Rebuild the GitHub release (if failed).
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## 11. Rebuild the GitHub release (if failed).
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Sometimes the GitHub release job will fail. In this case, you can manually re-run the release job.
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@@ -7,8 +7,6 @@ A new header is inserted each time a *tag* is created.
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Instead, if you are authoring a PR for the main branch, add your release note to
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[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
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## v1.32.1
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## v1.32.0
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- fog: fixed fog height falloff and computation precision on mobile [⚠️ **Recompile Materials**]
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@@ -34,6 +34,9 @@
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// - Build and upload artifacts with ./gradlew publish
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// - Close and release staging repo on Nexus with ./gradlew closeAndReleaseStagingRepository
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//
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// These commands must both be run in the same Gradle invocation:
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// ./gradlew publish closeAndReleaseStagingRepository
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//
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// The following is needed in ~/gradle/gradle.properties:
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//
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// sonatypeUsername=nexus_user
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@@ -14,7 +14,7 @@
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* limitations under the License.
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*/
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package com.google.android.filament.utils
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package com.google.android.filament.textured
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import android.content.res.Resources
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import android.graphics.Bitmap
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@@ -1,5 +1,5 @@
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GROUP=com.google.android.filament
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VERSION_NAME=1.32.1
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VERSION_NAME=1.32.0
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POM_DESCRIPTION=Real-time physically based rendering engine for Android.
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@@ -44,7 +44,7 @@ fragment {
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</pre></div>
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<p>Next, invoke <code>matc</code> as follows.</p>
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<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc -a opengl -p mobile -o plastic.filamat plastic.mat
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<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc<span style="color: #bbbbbb"> </span>-a<span style="color: #bbbbbb"> </span>opengl<span style="color: #bbbbbb"> </span>-p<span style="color: #bbbbbb"> </span>mobile<span style="color: #bbbbbb"> </span>-o<span style="color: #bbbbbb"> </span>plastic.filamat<span style="color: #bbbbbb"> </span>plastic.mat
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</pre></div>
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<p>You should now have a material archive in your working directory, which we'll use later in the
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@@ -53,7 +53,7 @@ tutorial.</p>
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<p>Next we'll use Filament's <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
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produce two cubemap files: a mipmapped IBL and a blurry skybox.</p>
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<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>
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<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
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<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<span style="color: #bbbbbb"> </span>-x<span style="color: #bbbbbb"> </span>pillars_2k<span style="color: #bbbbbb"> </span>--format<span style="color: #666666">=</span>ktx<span style="color: #bbbbbb"> </span>--size<span style="color: #666666">=256</span><span style="color: #bbbbbb"> </span>--extract-blur<span style="color: #666666">=0</span>.1<span style="color: #bbbbbb"> </span>pillars_2k.hdr
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</pre></div>
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<p>You should now have a <code>pillars_2k</code> folder containing a couple KTX files for the IBL and skybox, as
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@@ -61,81 +61,81 @@ well as a text file with spherical harmonics coefficients. You can discard the t
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IBL KTX contains these coefficients in its metadata.</p>
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<h2>Create JavaScript</h2>
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<p>Next, create <code>redball.js</code> with the following content.</p>
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<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'pillars_2k'</span>;<span style="color: #bbbbbb"></span>
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<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>
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<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>
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<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'plastic.filamat'</span><span style="color: #bbbbbb"></span>
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<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'pillars_2k'</span>;
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<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>;
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<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>;
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<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'plastic.filamat'</span>
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Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>ibl_url,<span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
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<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>
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<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>
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<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$AttributeType;<span style="color: #bbbbbb"></span>
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<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType;<span style="color: #bbbbbb"></span>
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<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$IndexType;<span style="color: #bbbbbb"></span>
|
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<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov;<span style="color: #bbbbbb"></span>
|
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<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$Type;<span style="color: #bbbbbb"></span>
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Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>ibl_url,<span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.IndexType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer$IndexType;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.LightType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.LightManager$Type;
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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">'canvas'</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: #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: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>];
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #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: #bbbbbb"> </span>App<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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #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><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(scene);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<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: #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: #bbbbbb"> </span>render()<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: #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>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: #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: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<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: #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: #bbbbbb"> </span>resize()<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: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">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>}
|
||||
}
|
||||
</pre></div>
|
||||
|
||||
<p>The above boilerplate should be familiar to you from the previous tutorial, although it loads in a
|
||||
new set of assets. We also added some animation to the camera.</p>
|
||||
<p>Next let's create a material instance from the package that we built at the beginning the tutorial.
|
||||
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: #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: #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: #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">'baseColor'</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">'roughness'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.5</span>);<span style="color: #bbbbbb"></span>
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoat'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>);<span style="color: #bbbbbb"></span>
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoatRoughness'</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: #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>];
|
||||
matinstance.setColor3Parameter(<span style="color: #BA2121">'baseColor'</span>,<span style="color: #bbbbbb"> </span>Filament.RgbType.sRGB,<span style="color: #bbbbbb"> </span>red);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.5</span>);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoat'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoatRoughness'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.3</span>);
|
||||
</pre></div>
|
||||
|
||||
<p>The next step is to create a renderable for the sphere. To help with this, we'll use the <code>IcoSphere</code>
|
||||
@@ -149,33 +149,33 @@ as quaternions.</li>
|
||||
</ul>
|
||||
<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: #bbbbbb"> </span>renderable<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </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: #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: #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: #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>.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>.bufferCount(<span style="color: #666666">2</span>)
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT3,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)
|
||||
<span style="color: #bbbbbb"> </span>.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>.normalized(VertexAttribute.TANGENTS)
|
||||
<span style="color: #bbbbbb"> </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: #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>.indexCount(icosphere.triangles.length)
|
||||
<span style="color: #bbbbbb"> </span>.bufferType(IndexType.USHORT)
|
||||
<span style="color: #bbbbbb"> </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: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>icosphere.vertices);
|
||||
vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>icosphere.tangents);
|
||||
ib.setBuffer(engine,<span style="color: #bbbbbb"> </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: #666666">1</span>)
|
||||
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})
|
||||
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinstance)
|
||||
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span>vb,<span style="color: #bbbbbb"> </span>ib)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>renderable);
|
||||
</pre></div>
|
||||
|
||||
<p>At this point, the app is rendering a sphere, but it is black so it doesn't show up. To prove that
|
||||
@@ -185,94 +185,94 @@ did in the first tutorial.</p>
|
||||
<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: #bbbbbb"> </span>sunlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();
|
||||
scene.addEntity(sunlight);
|
||||
Filament.LightManager.Builder(LightType.SUN)
|
||||
<span style="color: #bbbbbb"> </span>.color([<span style="color: #666666">0.98</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.92</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.89</span>])
|
||||
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">110000.0</span>)
|
||||
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">0.6</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-0.8</span>])
|
||||
<span style="color: #bbbbbb"> </span>.sunAngularRadius(<span style="color: #666666">1.9</span>)
|
||||
<span style="color: #bbbbbb"> </span>.sunHaloSize(<span style="color: #666666">10.0</span>)
|
||||
<span style="color: #bbbbbb"> </span>.sunHaloFalloff(<span style="color: #666666">80.0</span>)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </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: #bbbbbb"> </span>backlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();
|
||||
scene.addEntity(backlight);
|
||||
Filament.LightManager.Builder(LightType.DIRECTIONAL)
|
||||
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>])
|
||||
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </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't type this out, there's an easier way).</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>format<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataFormat.RGB;<span style="color: #bbbbbb"></span>
|
||||
<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>
|
||||
<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: #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: #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: #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: #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: #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: #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>.width(iblktx.info().pixelWidth)
|
||||
<span style="color: #bbbbbb"> </span>.height(iblktx.info().pixelHeight)
|
||||
<span style="color: #bbbbbb"> </span>.levels(iblktx.getNumMipLevels())
|
||||
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
|
||||
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);
|
||||
|
||||
<span style="color: #008000; font-weight: bold">for</span><span style="color: #bbbbbb"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span>iblktx.getNumMipLevels();<span style="color: #bbbbbb"> </span><span style="color: #666666">++</span>level)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #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: #bbbbbb"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span>iblktx.getNumMipLevels();<span style="color: #bbbbbb"> </span><span style="color: #666666">++</span>level)<span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">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: #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>ibltex.setImageCube(engine,<span style="color: #bbbbbb"> </span>level,<span style="color: #bbbbbb"> </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">'sh'</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: #bbbbbb"> </span>shstring<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getMetadata(<span style="color: #BA2121">'sh'</span>);
|
||||
<span style="color: #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: #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: #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>.reflections(ibltex)
|
||||
<span style="color: #bbbbbb"> </span>.irradianceSh(<span style="color: #666666">3</span>,<span style="color: #bbbbbb"> </span>shfloats)
|
||||
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)
|
||||
<span style="color: #bbbbbb"> </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: #bbbbbb"> </span>indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createIblFromKtx1(ibl_url);
|
||||
indirectLight.setIntensity(<span style="color: #666666">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'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>
|
||||
<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: #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: #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>.width(skyktx.info().pixelWidth)
|
||||
<span style="color: #bbbbbb"> </span>.height(skyktx.info().pixelHeight)
|
||||
<span style="color: #bbbbbb"> </span>.levels(<span style="color: #666666">1</span>)
|
||||
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
|
||||
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
|
||||
<span style="color: #bbbbbb"> </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: #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: #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);
|
||||
skytex.setImageCube(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </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: #bbbbbb"> </span>skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSkyFromKtx1(sky_url);
|
||||
scene.setSkybox(skybox);
|
||||
</pre></div>
|
||||
|
||||
<p>That's it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
|
||||
|
||||
@@ -15,7 +15,7 @@ we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
|
||||
<p>Filament does not have an asset loading system, but it does provide a binary mesh format
|
||||
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
|
||||
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: #bbbbbb"> </span>--compress<span style="color: #bbbbbb"> </span>monkey.obj<span style="color: #bbbbbb"> </span>suzanne.filamesh
|
||||
</pre></div>
|
||||
|
||||
<h2>Create mipmapped textures</h2>
|
||||
@@ -23,26 +23,26 @@ converting <a href="https://github.com/google/filament/blob/main/assets/models/m
|
||||
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 and two compressed variants.</span>
|
||||
mipgen albedo.png albedo.ktx
|
||||
mipgen --compression<span style="color: #666666">=</span>astc_fast_ldr_4x4 albedo.png albedo_astc.ktx
|
||||
mipgen --compression<span style="color: #666666">=</span>s3tc_rgb_dxt1 albedo.png albedo_s3tc_srgb.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>albedo.png<span style="color: #bbbbbb"> </span>albedo.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--compression<span style="color: #666666">=</span>astc_fast_ldr_4x4<span style="color: #bbbbbb"> </span>albedo.png<span style="color: #bbbbbb"> </span>albedo_astc.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--compression<span style="color: #666666">=</span>s3tc_rgb_dxt1<span style="color: #bbbbbb"> </span>albedo.png<span style="color: #bbbbbb"> </span>albedo_s3tc_srgb.ktx
|
||||
|
||||
<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>etc_rgb8_normalxyz_40 <span style="color: #AA5D1F; font-weight: bold">\</span>
|
||||
normal.png normal_etc.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--strip-alpha<span style="color: #bbbbbb"> </span>--kernel<span style="color: #666666">=</span>NORMALS<span style="color: #bbbbbb"> </span>--linear<span style="color: #bbbbbb"> </span>normal.png<span style="color: #bbbbbb"> </span>normal.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--strip-alpha<span style="color: #bbbbbb"> </span>--kernel<span style="color: #666666">=</span>NORMALS<span style="color: #bbbbbb"> </span>--linear<span style="color: #bbbbbb"> </span>--compression<span style="color: #666666">=</span>etc_rgb8_normalxyz_40<span style="color: #bbbbbb"> </span><span style="color: #AA5D1F; font-weight: bold">\</span>
|
||||
<span style="color: #bbbbbb"> </span>normal.png<span style="color: #bbbbbb"> </span>normal_etc.ktx
|
||||
|
||||
<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>etc_r11_numeric_40 roughness.png roughness_etc.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--grayscale<span style="color: #bbbbbb"> </span>roughness.png<span style="color: #bbbbbb"> </span>roughness.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--grayscale<span style="color: #bbbbbb"> </span>--compression<span style="color: #666666">=</span>etc_r11_numeric_40<span style="color: #bbbbbb"> </span>roughness.png<span style="color: #bbbbbb"> </span>roughness_etc.ktx
|
||||
|
||||
<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>etc_r11_numeric_40 metallic.png metallic_etc.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--grayscale<span style="color: #bbbbbb"> </span>metallic.png<span style="color: #bbbbbb"> </span>metallic.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--grayscale<span style="color: #bbbbbb"> </span>--compression<span style="color: #666666">=</span>etc_r11_numeric_40<span style="color: #bbbbbb"> </span>metallic.png<span style="color: #bbbbbb"> </span>metallic_etc.ktx
|
||||
|
||||
<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>etc_r11_numeric_40 ao.png ao_etc.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--grayscale<span style="color: #bbbbbb"> </span>ao.png<span style="color: #bbbbbb"> </span>ao.ktx
|
||||
mipgen<span style="color: #bbbbbb"> </span>--grayscale<span style="color: #bbbbbb"> </span>--compression<span style="color: #666666">=</span>etc_r11_numeric_40<span style="color: #bbbbbb"> </span>ao.png<span style="color: #bbbbbb"> </span>ao_etc.ktx
|
||||
</pre></div>
|
||||
|
||||
<p>For more information on mipgen's arguments and supported formats, do <code>mipgen --help</code>.</p>
|
||||
@@ -50,12 +50,12 @@ mipgen --grayscale --compression<span style="color: #666666">=</span>etc_r11_num
|
||||
<h2>Bake environment map</h2>
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
|
||||
<p>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: #bbbbbb"> </span>-x<span style="color: #bbbbbb"> </span>.<span style="color: #bbbbbb"> </span>--format<span style="color: #666666">=</span>ktx<span style="color: #bbbbbb"> </span>--size<span style="color: #666666">=64</span><span style="color: #bbbbbb"> </span>--extract-blur<span style="color: #666666">=0</span>.1<span style="color: #bbbbbb"> </span>venetian_crossroads_2k.hdr
|
||||
<span style="color: #008000">cd</span><span style="color: #bbbbbb"> </span>venetian*<span style="color: #bbbbbb"> </span>;<span style="color: #bbbbbb"> </span>mv<span style="color: #bbbbbb"> </span>venetian*_ibl.ktx<span style="color: #bbbbbb"> </span>venetian_crossroads_2k_skybox_tiny.ktx<span style="color: #bbbbbb"> </span>;<span style="color: #bbbbbb"> </span><span style="color: #008000">cd</span><span style="color: #bbbbbb"> </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: #bbbbbb"> </span>-x<span style="color: #bbbbbb"> </span>.<span style="color: #bbbbbb"> </span>--format<span style="color: #666666">=</span>ktx<span style="color: #bbbbbb"> </span>--size<span style="color: #666666">=256</span><span style="color: #bbbbbb"> </span>--extract-blur<span style="color: #666666">=0</span>.1<span style="color: #bbbbbb"> </span>venetian_crossroads_2k.hdr
|
||||
cmgen<span style="color: #bbbbbb"> </span>-x<span style="color: #bbbbbb"> </span>.<span style="color: #bbbbbb"> </span>--format<span style="color: #666666">=</span>ktx<span style="color: #bbbbbb"> </span>--size<span style="color: #666666">=256</span><span style="color: #bbbbbb"> </span>--extract-blur<span style="color: #666666">=0</span>.1<span style="color: #bbbbbb"> </span>venetian_crossroads_2k.hdr
|
||||
cmgen<span style="color: #bbbbbb"> </span>-x<span style="color: #bbbbbb"> </span>.<span style="color: #bbbbbb"> </span>--format<span style="color: #666666">=</span>ktx<span style="color: #bbbbbb"> </span>--size<span style="color: #666666">=256</span><span style="color: #bbbbbb"> </span>--extract-blur<span style="color: #666666">=0</span>.1<span style="color: #bbbbbb"> </span>venetian_crossroads_2k.hdr
|
||||
</pre></div>
|
||||
|
||||
<h2>Define textured material</h2>
|
||||
@@ -91,7 +91,7 @@ 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: #bbbbbb"> </span>-a<span style="color: #bbbbbb"> </span>opengl<span style="color: #bbbbbb"> </span>-p<span style="color: #bbbbbb"> </span>mobile<span style="color: #bbbbbb"> </span>-o<span style="color: #bbbbbb"> </span>textured.filamat<span style="color: #bbbbbb"> </span>textured.mat
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a material archive in your working directory. For the suzanne asset, the normal
|
||||
@@ -101,62 +101,62 @@ 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>=><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">'canvas'</span>)[<span style="color: #666666">0</span>]);<span style="color: #bbbbbb"></span>
|
||||
});<span style="color: #bbbbbb"></span>
|
||||
Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>filamesh_url,<span style="color: #bbbbbb"> </span>sky_small_url,<span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App(<span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>]);
|
||||
});
|
||||
|
||||
<span style="color: #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: #bbbbbb"> </span>App<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: #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: #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: #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">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: #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: #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: #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: #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: #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: #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: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #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: #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: #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: #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: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #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: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #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: #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: #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><span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #bbbbbb"> </span>}
|
||||
|
||||
<span style="color: #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: #bbbbbb"> </span>render()<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: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<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: #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>resize()<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: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #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$Fov,<span style="color: #bbbbbb"> </span>fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1</span><span style="color: #bbbbbb"> </span><span style="color: #666666">?</span><span style="color: #bbbbbb"> </span>Fov.HORIZONTAL<span style="color: #bbbbbb"> </span><span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>Fov.VERTICAL;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>fov);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
}<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov,<span style="color: #bbbbbb"> </span>fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1</span><span style="color: #bbbbbb"> </span><span style="color: #666666">?</span><span style="color: #bbbbbb"> </span>Fov.HORIZONTAL<span style="color: #bbbbbb"> </span><span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>Fov.VERTICAL;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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>}
|
||||
}
|
||||
</pre></div>
|
||||
|
||||
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
|
||||
@@ -172,29 +172,29 @@ 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">'astc s3tc_srgb'</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">'etc'</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: #bbbbbb"> </span>albedo_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">'astc s3tc_srgb'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>texture_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">'etc'</span>);
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'venetian_crossroads_2k'</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'textured.filamat'</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'suzanne.filamesh'</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'venetian_crossroads_2k'</span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_small_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox_tiny.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_large_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</span>albedo_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'textured.filamat'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'suzanne.filamesh'</span>;
|
||||
</pre></div>
|
||||
|
||||
<h2>Create skybox and IBL</h2>
|
||||
<p>Next, let's create the low-resolution skybox and IBL in the <code>App</code> constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #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>
|
||||
<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: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666666">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
|
||||
@@ -206,31 +206,31 @@ when the assets have finished downloading.</p>
|
||||
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
|
||||
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>=><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.createTextureFromKtx1(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.createTextureFromKtx1(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.createTextureFromKtx1(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.createTextureFromKtx1(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.createTextureFromKtx1(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: #bbbbbb"> </span>albedo_url,<span style="color: #bbbbbb"> </span>roughness_url,<span style="color: #bbbbbb"> </span>metallic_url,<span style="color: #bbbbbb"> </span>normal_url,<span style="color: #bbbbbb"> </span>ao_url],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><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.createTextureFromKtx1(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: #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.createTextureFromKtx1(roughness_url);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(metallic_url);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(normal_url);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(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: #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>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
|
||||
<span style="color: #bbbbbb"> </span>Filament.MagFilter.LINEAR,
|
||||
<span style="color: #bbbbbb"> </span>Filament.WrapMode.CLAMP_TO_EDGE);
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'albedo'</span>,<span style="color: #bbbbbb"> </span>albedo,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #bbbbbb"> </span>roughness,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'metallic'</span>,<span style="color: #bbbbbb"> </span>metallic,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'normal'</span>,<span style="color: #bbbbbb"> </span>normal,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'ao'</span>,<span style="color: #bbbbbb"> </span>ao,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'albedo'</span>,<span style="color: #bbbbbb"> </span>albedo,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #bbbbbb"> </span>roughness,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'metallic'</span>,<span style="color: #bbbbbb"> </span>metallic,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'normal'</span>,<span style="color: #bbbbbb"> </span>normal,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'ao'</span>,<span style="color: #bbbbbb"> </span>ao,<span style="color: #bbbbbb"> </span>sampler);
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #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: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #bbbbbb"> </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>
|
||||
@@ -241,13 +241,13 @@ listens for drag events and computes a rotation matrix.</p>
|
||||
|
||||
<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: #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>});
|
||||
</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: #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: #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);
|
||||
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());
|
||||
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();
|
||||
</pre></div>
|
||||
|
||||
<p>That's it, we now have a fast-loading interactive demo. The complete JavaScript file is available
|
||||
|
||||
@@ -22,9 +22,9 @@ a mobile-friendly page with a full-screen canvas.</p>
|
||||
<<span style="color: #008000; font-weight: bold">title</span>>Filament Tutorial</<span style="color: #008000; font-weight: bold">title</span>>
|
||||
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666666">=</span><span style="color: #BA2121">"utf-8"</span>>
|
||||
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666666">=</span><span style="color: #BA2121">"viewport"</span> <span style="color: #687822">content</span><span style="color: #666666">=</span><span style="color: #BA2121">"width=device-width,user-scalable=no,initial-scale=1"</span>>
|
||||
<<span style="color: #008000; font-weight: bold">style</span>><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: #008000; font-weight: bold">style</span>>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">body</span><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">margin</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">overflow</span>:<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">hidden</span>;<span style="color: #bbbbbb"> </span>}
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #008000; font-weight: bold">style</span>>
|
||||
</<span style="color: #008000; font-weight: bold">head</span>>
|
||||
<<span style="color: #008000; font-weight: bold">body</span>>
|
||||
@@ -48,24 +48,24 @@ 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">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #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: #bbbbbb"> </span>App<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: #3D7B7B; font-style: italic">// TODO: create entities</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #bbbbbb"> </span>}
|
||||
<span style="color: #bbbbbb"> </span>render()<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: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #bbbbbb"> </span>}
|
||||
<span style="color: #bbbbbb"> </span>resize()<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>}
|
||||
}
|
||||
|
||||
Filament.init([<span style="color: #BA2121">'triangle.filamat'</span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App()<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
|
||||
Filament.init([<span style="color: #BA2121">'triangle.filamat'</span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App()<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"> </span>);
|
||||
</pre></div>
|
||||
|
||||
<p>The two calls to <code>bind()</code> allow us to pass instance methods as callbacks for animation and resize
|
||||
@@ -81,9 +81,9 @@ that define a PBR material. We'll learn more about material packages in the
|
||||
<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: #bbbbbb"> </span>-m<span style="color: #bbbbbb"> </span>http.server<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic"># Python 3</span>
|
||||
python<span style="color: #bbbbbb"> </span>-m<span style="color: #bbbbbb"> </span>SimpleHTTPServer<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic"># Python 2.7</span>
|
||||
npx<span style="color: #bbbbbb"> </span>http-server<span style="color: #bbbbbb"> </span>-p<span style="color: #bbbbbb"> </span><span style="color: #666666">8000</span><span style="color: #bbbbbb"> </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
|
||||
@@ -93,8 +93,8 @@ with the correct MIME type.</p>
|
||||
<h2>Create the Engine and Scene</h2>
|
||||
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
|
||||
Filament objects to the app. Insert the following code into the top of the app constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
|
||||
<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: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>];
|
||||
<span style="color: #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);
|
||||
</pre></div>
|
||||
|
||||
<p>The above snippet creates the <code>Engine</code> by passing it a canvas DOM object. The engine needs the
|
||||
@@ -102,9 +102,9 @@ canvas in order to create a WebGL 2.0 context in its contructor.</p>
|
||||
<p>The engine is a factory for many Filament entities, including <code>Scene</code>, which is a flat container of
|
||||
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
|
||||
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: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.triangle<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();
|
||||
<span style="color: #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>.
|
||||
@@ -114,28 +114,28 @@ calls.</p>
|
||||
<h2>Construct typed arrays</h2>
|
||||
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
|
||||
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: #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: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">2</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">2</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #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: #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>]);
|
||||
</pre></div>
|
||||
|
||||
<p>Next we'll use the positions and colors buffers to create a single <code>VertexBuffer</code> object.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #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>
|
||||
<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: #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: #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>.vertexCount(<span style="color: #666666">3</span>)
|
||||
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT2,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">8</span>)
|
||||
<span style="color: #bbbbbb"> </span>.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>.normalized(VertexAttribute.COLOR)
|
||||
<span style="color: #bbbbbb"> </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: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>TRIANGLE_COLORS);
|
||||
</pre></div>
|
||||
|
||||
<p>The above snippet first creates aliases for two enum types, then constructs the vertex buffer using
|
||||
@@ -149,12 +149,12 @@ attribute. Alternatively, we could have interleaved or concatenated these attrib
|
||||
buffer slot.</p>
|
||||
<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$IndexType.USHORT)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()
|
||||
<span style="color: #bbbbbb"> </span>.indexCount(<span style="color: #666666">3</span>)
|
||||
<span style="color: #bbbbbb"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)
|
||||
<span style="color: #bbbbbb"> </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: #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>]));
|
||||
</pre></div>
|
||||
|
||||
<p>Note that constructing an index buffer is similar to constructing a vertex buffer, but it only has
|
||||
@@ -167,29 +167,29 @@ parameters, and they can be bound to renderables. We'll learn more about ma
|
||||
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">'triangle.filamat'</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: #bbbbbb"> </span>mat<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(<span style="color: #BA2121">'triangle.filamat'</span>);
|
||||
<span style="color: #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();
|
||||
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)
|
||||
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})
|
||||
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinst)
|
||||
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
</pre></div>
|
||||
|
||||
<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: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();
|
||||
<span style="color: #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: #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: #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: #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: #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're done creating all Filament entities, and the code should run without errors.
|
||||
@@ -197,24 +197,24 @@ 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: #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: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
}
|
||||
</pre></div>
|
||||
|
||||
<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: #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: #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: #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: #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);
|
||||
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span>transform);
|
||||
inst.<span style="color: #AA22FF; 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: #bbbbbb"> </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
|
||||
@@ -225,14 +225,14 @@ 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: #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: #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: #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: #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: #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$Projection;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #bbbbbb"> </span><span style="color: #666666">-</span>aspect,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Projection<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Projection;
|
||||
<span style="color: #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>);
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a spinning triangle! The completed JavaScript is available
|
||||
|
||||
@@ -179,12 +179,15 @@ if (FILAMENT_SUPPORTS_VULKAN)
|
||||
src/vulkan/VulkanPipelineCache.cpp
|
||||
src/vulkan/VulkanPipelineCache.h
|
||||
src/vulkan/VulkanPlatform.cpp
|
||||
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/VulkanTaskHandler.h
|
||||
src/vulkan/VulkanTexture.cpp
|
||||
src/vulkan/VulkanTexture.h
|
||||
src/vulkan/VulkanUtility.cpp
|
||||
|
||||
@@ -24,8 +24,6 @@
|
||||
#include <utils/Condition.h>
|
||||
#include <utils/Mutex.h>
|
||||
|
||||
#include <atomic>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
// Wrapper to enable use of shared_ptr for implementing shared ownership of low-level Vulkan fences.
|
||||
|
||||
@@ -75,6 +75,8 @@ VulkanDriver::VulkanDriver(VulkanPlatform* platform,
|
||||
mContext.commands->setObserver(&mPipelineCache);
|
||||
mPipelineCache.setDevice(mContext.device, mContext.allocator);
|
||||
mPipelineCache.setDummyTexture(mContext.emptyTexture->getPrimaryImageView());
|
||||
|
||||
mReadPixels.initialize(mContext.device);
|
||||
}
|
||||
|
||||
VulkanDriver::~VulkanDriver() noexcept = default;
|
||||
@@ -134,6 +136,9 @@ void VulkanDriver::terminate() {
|
||||
|
||||
void VulkanDriver::tick(int) {
|
||||
mContext.commands->updateFences();
|
||||
|
||||
// Handle any posted tasks
|
||||
runTaskHandler();
|
||||
}
|
||||
|
||||
// Garbage collection should not occur too frequently, only about once per frame. Internally, the
|
||||
@@ -1325,152 +1330,18 @@ void VulkanDriver::stopCapture(int) {
|
||||
|
||||
}
|
||||
|
||||
void VulkanDriver::readPixels(Handle<HwRenderTarget> src, uint32_t x, uint32_t y,
|
||||
uint32_t width, uint32_t height, PixelBufferDescriptor&& pbd) {
|
||||
const VkDevice device = mContext.device;
|
||||
void VulkanDriver::readPixels(Handle<HwRenderTarget> src, uint32_t x, uint32_t y, uint32_t width,
|
||||
uint32_t height, PixelBufferDescriptor&& pbd) {
|
||||
VulkanRenderTarget* srcTarget = handle_cast<VulkanRenderTarget*>(src);
|
||||
VulkanTexture* srcTexture = srcTarget->getColor(0).texture;
|
||||
assert_invariant(srcTexture);
|
||||
const VkFormat srcFormat = srcTexture->getVkFormat();
|
||||
const bool swizzle = srcFormat == VK_FORMAT_B8G8R8A8_UNORM;
|
||||
|
||||
// Create a host visible, linearly tiled image as a staging area.
|
||||
|
||||
VkImageCreateInfo imageInfo {
|
||||
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
|
||||
.imageType = VK_IMAGE_TYPE_2D,
|
||||
.format = srcFormat,
|
||||
.extent = { width, height, 1 },
|
||||
.mipLevels = 1,
|
||||
.arrayLayers = 1,
|
||||
.samples = VK_SAMPLE_COUNT_1_BIT,
|
||||
.tiling = VK_IMAGE_TILING_LINEAR,
|
||||
.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT,
|
||||
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
|
||||
};
|
||||
|
||||
VkImage stagingImage;
|
||||
vkCreateImage(device, &imageInfo, VKALLOC, &stagingImage);
|
||||
|
||||
VkMemoryRequirements memReqs;
|
||||
VkDeviceMemory stagingMemory;
|
||||
vkGetImageMemoryRequirements(device, stagingImage, &memReqs);
|
||||
VkMemoryAllocateInfo allocInfo = {
|
||||
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
|
||||
.allocationSize = memReqs.size,
|
||||
.memoryTypeIndex = mContext.selectMemoryType(memReqs.memoryTypeBits,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT |
|
||||
VK_MEMORY_PROPERTY_HOST_CACHED_BIT)
|
||||
};
|
||||
|
||||
vkAllocateMemory(device, &allocInfo, nullptr, &stagingMemory);
|
||||
vkBindImageMemory(device, stagingImage, stagingMemory, 0);
|
||||
|
||||
// TODO: don't flush/wait here, this should be asynchronous
|
||||
|
||||
mContext.commands->flush();
|
||||
mContext.commands->wait();
|
||||
|
||||
// Transition the staging image layout.
|
||||
|
||||
const VkCommandBuffer cmdbuffer = mContext.commands->get().cmdbuffer;
|
||||
|
||||
transitionImageLayout(cmdbuffer, {
|
||||
.image = stagingImage,
|
||||
.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED,
|
||||
.newLayout = VK_IMAGE_LAYOUT_GENERAL,
|
||||
.subresources = {
|
||||
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
.baseMipLevel = 0,
|
||||
.levelCount = 1,
|
||||
.baseArrayLayer = 0,
|
||||
.layerCount = 1,
|
||||
},
|
||||
.srcStage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
|
||||
.srcAccessMask = 0,
|
||||
.dstStage = VK_PIPELINE_STAGE_TRANSFER_BIT,
|
||||
.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
|
||||
});
|
||||
|
||||
const VulkanAttachment srcAttachment = srcTarget->getColor(0);
|
||||
|
||||
VkImageCopy imageCopyRegion = {
|
||||
.srcSubresource = {
|
||||
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
.mipLevel = srcAttachment.level,
|
||||
.baseArrayLayer = srcAttachment.layer,
|
||||
.layerCount = 1,
|
||||
},
|
||||
.srcOffset = {
|
||||
.x = (int32_t) x,
|
||||
.y = (int32_t) (srcTarget->getExtent().height - (height + y)),
|
||||
},
|
||||
.dstSubresource = {
|
||||
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
.layerCount = 1,
|
||||
},
|
||||
.extent = {
|
||||
.width = width,
|
||||
.height = height,
|
||||
.depth = 1,
|
||||
},
|
||||
};
|
||||
|
||||
// Transition the source image layout (which might be the swap chain)
|
||||
|
||||
const VkImageSubresourceRange srcRange = {
|
||||
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
.baseMipLevel = srcAttachment.level,
|
||||
.levelCount = 1,
|
||||
.baseArrayLayer = srcAttachment.layer,
|
||||
.layerCount = 1,
|
||||
};
|
||||
|
||||
srcTexture->transitionLayout(cmdbuffer, srcRange, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
||||
|
||||
// Perform the copy into the staging area. At this point we know that the src layout is
|
||||
// TRANSFER_SRC_OPTIMAL and the staging area is GENERAL.
|
||||
|
||||
UTILS_UNUSED_IN_RELEASE VkExtent2D srcExtent = srcAttachment.getExtent2D();
|
||||
assert_invariant(imageCopyRegion.srcOffset.x + imageCopyRegion.extent.width <= srcExtent.width);
|
||||
assert_invariant(imageCopyRegion.srcOffset.y + imageCopyRegion.extent.height <= srcExtent.height);
|
||||
|
||||
vkCmdCopyImage(cmdbuffer, srcAttachment.getImage(),
|
||||
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, stagingImage, VK_IMAGE_LAYOUT_GENERAL,
|
||||
1, &imageCopyRegion);
|
||||
|
||||
// Restore the source image layout. Between driver API calls, color images are always kept in
|
||||
// UNDEFINED layout or in their "usage default" layout (see comment for getDefaultImageLayout).
|
||||
|
||||
srcTexture->transitionLayout(cmdbuffer, srcRange,
|
||||
getDefaultImageLayout(TextureUsage::COLOR_ATTACHMENT));
|
||||
|
||||
// TODO: don't flush/wait here -- we should do this asynchronously
|
||||
|
||||
// Flush and wait.
|
||||
mContext.commands->flush();
|
||||
mContext.commands->wait();
|
||||
|
||||
VkImageSubresource subResource { .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT };
|
||||
VkSubresourceLayout subResourceLayout;
|
||||
vkGetImageSubresourceLayout(device, stagingImage, &subResource, &subResourceLayout);
|
||||
|
||||
// Map image memory so we can start copying from it.
|
||||
|
||||
const uint8_t* srcPixels;
|
||||
vkMapMemory(device, stagingMemory, 0, VK_WHOLE_SIZE, 0, (void**) &srcPixels);
|
||||
srcPixels += subResourceLayout.offset;
|
||||
|
||||
if (!DataReshaper::reshapeImage(&pbd, getComponentType(srcFormat), getComponentCount(srcFormat),
|
||||
srcPixels, subResourceLayout.rowPitch, width, height, swizzle)) {
|
||||
utils::slog.e << "Unsupported PixelDataFormat or PixelDataType" << utils::io::endl;
|
||||
}
|
||||
|
||||
vkUnmapMemory(device, stagingMemory);
|
||||
vkDestroyImage(device, stagingImage, nullptr);
|
||||
vkFreeMemory(device, stagingMemory, nullptr);
|
||||
|
||||
scheduleDestroy(std::move(pbd));
|
||||
mReadPixels.run(
|
||||
srcTarget, x, y, width, height, mContext.graphicsQueueFamilyIndex, std::move(pbd),
|
||||
getTaskHandler(),
|
||||
[&context = mContext](uint32_t reqs, VkFlags flags) {
|
||||
return context.selectMemoryType(reqs, flags);
|
||||
},
|
||||
[this](PixelBufferDescriptor&& pbd) {
|
||||
this->scheduleDestroy(std::move(pbd));
|
||||
});
|
||||
}
|
||||
|
||||
void VulkanDriver::readBufferSubData(backend::BufferObjectHandle boh,
|
||||
|
||||
@@ -23,8 +23,10 @@
|
||||
#include "VulkanConstants.h"
|
||||
#include "VulkanContext.h"
|
||||
#include "VulkanFboCache.h"
|
||||
#include "VulkanReadPixels.h"
|
||||
#include "VulkanSamplerCache.h"
|
||||
#include "VulkanStagePool.h"
|
||||
#include "VulkanTaskHandler.h"
|
||||
#include "VulkanUtility.h"
|
||||
|
||||
#include "private/backend/Driver.h"
|
||||
@@ -39,11 +41,14 @@ namespace filament::backend {
|
||||
class VulkanPlatform;
|
||||
struct VulkanSamplerGroup;
|
||||
|
||||
class VulkanDriver final : public DriverBase {
|
||||
class VulkanDriver final : public DriverBase, private VulkanTaskHandler::Host {
|
||||
public:
|
||||
static Driver* create(VulkanPlatform* platform,
|
||||
const char* const* ppEnabledExtensions, uint32_t enabledExtensionCount, const Platform::DriverConfig& driverConfig) noexcept;
|
||||
|
||||
VulkanDriver(VulkanDriver const&) = delete;
|
||||
VulkanDriver& operator = (VulkanDriver const&) = delete;
|
||||
|
||||
private:
|
||||
|
||||
void debugCommandBegin(CommandStream* cmds, bool synchronous, const char* methodName) noexcept override;
|
||||
@@ -73,9 +78,6 @@ private:
|
||||
|
||||
#include "private/backend/DriverAPI.inc"
|
||||
|
||||
VulkanDriver(VulkanDriver const&) = delete;
|
||||
VulkanDriver& operator = (VulkanDriver const&) = delete;
|
||||
|
||||
private:
|
||||
|
||||
HandleAllocatorVK mHandleAllocator;
|
||||
@@ -151,6 +153,7 @@ private:
|
||||
VulkanSamplerCache mSamplerCache;
|
||||
VulkanBlitter mBlitter;
|
||||
VulkanSamplerGroup* mSamplerBindings[VulkanPipelineCache::SAMPLER_BINDING_COUNT] = {};
|
||||
VulkanReadPixels mReadPixels;
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
261
filament/backend/src/vulkan/VulkanReadPixels.cpp
Normal file
261
filament/backend/src/vulkan/VulkanReadPixels.cpp
Normal file
@@ -0,0 +1,261 @@
|
||||
/*
|
||||
* Copyright (C) 2023 The Android Open Source Project
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
#include "VulkanReadPixels.h"
|
||||
|
||||
#include "DataReshaper.h"
|
||||
#include "VulkanHandles.h"
|
||||
#include "VulkanTaskHandler.h"
|
||||
#include "VulkanTexture.h"
|
||||
|
||||
#include <utils/Log.h>
|
||||
|
||||
using namespace bluevk;
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
VulkanReadPixels::~VulkanReadPixels() noexcept {
|
||||
assert_invariant(mDevice != VK_NULL_HANDLE);
|
||||
if (mCommandPool == VK_NULL_HANDLE) {
|
||||
return;
|
||||
}
|
||||
vkDestroyCommandPool(mDevice, mCommandPool, VKALLOC);
|
||||
}
|
||||
|
||||
void VulkanReadPixels::initialize(VkDevice device) {
|
||||
mDevice = device;
|
||||
}
|
||||
|
||||
void VulkanReadPixels::run(VulkanRenderTarget const* srcTarget, uint32_t const x, uint32_t const y,
|
||||
uint32_t const width, uint32_t const height, uint32_t const graphicsQueueFamilyIndex,
|
||||
PixelBufferDescriptor&& pbd, VulkanTaskHandler& taskHandler,
|
||||
SelecteMemoryFunction const& selectMemoryFunc,
|
||||
OnReadCompleteFunction const& readCompleteFunc) {
|
||||
assert_invariant(mDevice != VK_NULL_HANDLE);
|
||||
|
||||
VkDevice device = mDevice;
|
||||
|
||||
if (mCommandPool == VK_NULL_HANDLE) {
|
||||
// Create a command pool if one has not been created.
|
||||
VkCommandPoolCreateInfo createInfo = {
|
||||
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
|
||||
.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
|
||||
| VK_COMMAND_POOL_CREATE_TRANSIENT_BIT,
|
||||
.queueFamilyIndex = graphicsQueueFamilyIndex,
|
||||
};
|
||||
vkCreateCommandPool(device, &createInfo, VKALLOC, &mCommandPool);
|
||||
}
|
||||
VkCommandPool cmdpool = mCommandPool;
|
||||
|
||||
VulkanTexture* srcTexture = srcTarget->getColor(0).texture;
|
||||
assert_invariant(srcTexture);
|
||||
VkFormat const srcFormat = srcTexture->getVkFormat();
|
||||
bool const swizzle
|
||||
= srcFormat == VK_FORMAT_B8G8R8A8_UNORM || srcFormat == VK_FORMAT_B8G8R8A8_SRGB;
|
||||
|
||||
// Create a host visible, linearly tiled image as a staging area.
|
||||
VkImageCreateInfo const imageInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
|
||||
.imageType = VK_IMAGE_TYPE_2D,
|
||||
.format = srcFormat,
|
||||
.extent = {width, height, 1},
|
||||
.mipLevels = 1,
|
||||
.arrayLayers = 1,
|
||||
.samples = VK_SAMPLE_COUNT_1_BIT,
|
||||
.tiling = VK_IMAGE_TILING_LINEAR,
|
||||
.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT,
|
||||
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
|
||||
};
|
||||
|
||||
VkImage stagingImage;
|
||||
vkCreateImage(device, &imageInfo, VKALLOC, &stagingImage);
|
||||
|
||||
VkMemoryRequirements memReqs;
|
||||
VkDeviceMemory stagingMemory;
|
||||
vkGetImageMemoryRequirements(device, stagingImage, &memReqs);
|
||||
VkMemoryAllocateInfo const allocInfo = {.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
|
||||
.allocationSize = memReqs.size,
|
||||
.memoryTypeIndex = selectMemoryFunc(memReqs.memoryTypeBits,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
|
||||
| VK_MEMORY_PROPERTY_HOST_CACHED_BIT)};
|
||||
|
||||
vkAllocateMemory(device, &allocInfo, VKALLOC, &stagingMemory);
|
||||
vkBindImageMemory(device, stagingImage, stagingMemory, 0);
|
||||
|
||||
VkCommandBuffer cmdbuffer;
|
||||
VkCommandBufferAllocateInfo const allocateInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
|
||||
.commandPool = cmdpool,
|
||||
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
|
||||
.commandBufferCount = 1,
|
||||
};
|
||||
vkAllocateCommandBuffers(device, &allocateInfo, &cmdbuffer);
|
||||
|
||||
VkCommandBufferBeginInfo const binfo{
|
||||
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
|
||||
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
|
||||
};
|
||||
vkBeginCommandBuffer(cmdbuffer, &binfo);
|
||||
|
||||
transitionImageLayout(cmdbuffer, {
|
||||
.image = stagingImage,
|
||||
.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED,
|
||||
.newLayout = VK_IMAGE_LAYOUT_GENERAL,
|
||||
.subresources = {
|
||||
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
.baseMipLevel = 0,
|
||||
.levelCount = 1,
|
||||
.baseArrayLayer = 0,
|
||||
.layerCount = 1,
|
||||
},
|
||||
.srcStage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
|
||||
.srcAccessMask = 0,
|
||||
.dstStage = VK_PIPELINE_STAGE_TRANSFER_BIT,
|
||||
.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
|
||||
});
|
||||
|
||||
VulkanAttachment const srcAttachment = srcTarget->getColor(0);
|
||||
|
||||
VkImageCopy const imageCopyRegion = {
|
||||
.srcSubresource = {
|
||||
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
.mipLevel = srcAttachment.level,
|
||||
.baseArrayLayer = srcAttachment.layer,
|
||||
.layerCount = 1,
|
||||
},
|
||||
.srcOffset = {
|
||||
.x = (int32_t) x,
|
||||
.y = (int32_t) (srcTarget->getExtent().height - (height + y)),
|
||||
},
|
||||
.dstSubresource = {
|
||||
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
.layerCount = 1,
|
||||
},
|
||||
.extent = {
|
||||
.width = width,
|
||||
.height = height,
|
||||
.depth = 1,
|
||||
},
|
||||
};
|
||||
|
||||
// Transition the source image layout (which might be the swap chain)
|
||||
VkImageSubresourceRange const srcRange = {
|
||||
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
.baseMipLevel = srcAttachment.level,
|
||||
.levelCount = 1,
|
||||
.baseArrayLayer = srcAttachment.layer,
|
||||
.layerCount = 1,
|
||||
};
|
||||
|
||||
srcTexture->transitionLayout(cmdbuffer, srcRange, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
|
||||
|
||||
// Perform the copy into the staging area. At this point we know that the src layout is
|
||||
// TRANSFER_SRC_OPTIMAL and the staging area is GENERAL.
|
||||
UTILS_UNUSED_IN_RELEASE VkExtent2D srcExtent = srcAttachment.getExtent2D();
|
||||
assert_invariant(imageCopyRegion.srcOffset.x + imageCopyRegion.extent.width <= srcExtent.width);
|
||||
assert_invariant(
|
||||
imageCopyRegion.srcOffset.y + imageCopyRegion.extent.height <= srcExtent.height);
|
||||
|
||||
vkCmdCopyImage(cmdbuffer, srcAttachment.getImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
|
||||
stagingImage, VK_IMAGE_LAYOUT_GENERAL, 1, &imageCopyRegion);
|
||||
|
||||
// Restore the source image layout. Between driver API calls, color images are always kept in
|
||||
// UNDEFINED layout or in their "usage default" layout (see comment for getDefaultImageLayout).
|
||||
srcTexture->transitionLayout(cmdbuffer, srcRange,
|
||||
getDefaultImageLayout(TextureUsage::COLOR_ATTACHMENT));
|
||||
|
||||
vkEndCommandBuffer(cmdbuffer);
|
||||
|
||||
VkQueue queue;
|
||||
vkGetDeviceQueue(device, graphicsQueueFamilyIndex, 0, &queue);
|
||||
|
||||
VkSubmitInfo const submitInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
|
||||
.waitSemaphoreCount = 0,
|
||||
.pWaitSemaphores = VK_NULL_HANDLE,
|
||||
.pWaitDstStageMask = VK_NULL_HANDLE,
|
||||
.commandBufferCount = 1,
|
||||
.pCommandBuffers = &cmdbuffer,
|
||||
.signalSemaphoreCount = 0,
|
||||
.pSignalSemaphores = VK_NULL_HANDLE,
|
||||
};
|
||||
VkFence fence;
|
||||
VkFenceCreateInfo const fenceCreateInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO,
|
||||
};
|
||||
vkCreateFence(device, &fenceCreateInfo, VKALLOC, &fence);
|
||||
vkQueueSubmit(queue, 1, &submitInfo, fence);
|
||||
|
||||
auto* const pUserBuffer = new PixelBufferDescriptor(std::move(pbd));
|
||||
auto const waitTaskId = taskHandler.createTask(
|
||||
[device, width, height, swizzle, srcFormat, fence, stagingImage, stagingMemory, cmdpool,
|
||||
cmdbuffer, pUserBuffer, readCompleteFunc,
|
||||
&taskHandler](VulkanTaskHandler::TaskId taskId, void* data) mutable {
|
||||
PixelBufferDescriptor& p = *pUserBuffer;
|
||||
vkWaitForFences(device, 1, &fence, VK_TRUE, UINT64_MAX);
|
||||
VkResult status = vkGetFenceStatus(device, fence);
|
||||
|
||||
// Fence hasn't been reached. Try waiting again.
|
||||
if (status == VK_NOT_READY) {
|
||||
taskHandler.post(taskId);
|
||||
return;
|
||||
}
|
||||
|
||||
// Need to abort the readPixels if the device is lost.
|
||||
if (status == VK_ERROR_DEVICE_LOST) {
|
||||
utils::slog.e << "Device lost while in VulkanReadPixels::run"
|
||||
<< utils::io::endl;
|
||||
taskHandler.completed(taskId);
|
||||
|
||||
// Try to free the pbd anyway
|
||||
readCompleteFunc(std::move(p));
|
||||
delete pUserBuffer;
|
||||
return;
|
||||
}
|
||||
|
||||
VkImageSubresource subResource{.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT};
|
||||
VkSubresourceLayout subResourceLayout;
|
||||
vkGetImageSubresourceLayout(device, stagingImage, &subResource, &subResourceLayout);
|
||||
|
||||
// Map image memory so that we can start copying from it.
|
||||
uint8_t const* srcPixels;
|
||||
vkMapMemory(device, stagingMemory, 0, VK_WHOLE_SIZE, 0, (void**) &srcPixels);
|
||||
srcPixels += subResourceLayout.offset;
|
||||
|
||||
if (!DataReshaper::reshapeImage(&p, getComponentType(srcFormat),
|
||||
getComponentCount(srcFormat), srcPixels,
|
||||
static_cast<int>(subResourceLayout.rowPitch), static_cast<int>(width),
|
||||
static_cast<int>(height), swizzle)) {
|
||||
utils::slog.e << "Unsupported PixelDataFormat or PixelDataType"
|
||||
<< utils::io::endl;
|
||||
}
|
||||
|
||||
vkUnmapMemory(device, stagingMemory);
|
||||
vkDestroyImage(device, stagingImage, VKALLOC);
|
||||
vkFreeMemory(device, stagingMemory, VKALLOC);
|
||||
vkDestroyFence(device, fence, VKALLOC);
|
||||
vkFreeCommandBuffers(device, cmdpool, 1, &cmdbuffer);
|
||||
readCompleteFunc(std::move(p));
|
||||
delete pUserBuffer;
|
||||
|
||||
taskHandler.completed(taskId);
|
||||
},
|
||||
nullptr);
|
||||
|
||||
taskHandler.post(waitTaskId);
|
||||
}
|
||||
|
||||
}// namespace filament::backend
|
||||
52
filament/backend/src/vulkan/VulkanReadPixels.h
Normal file
52
filament/backend/src/vulkan/VulkanReadPixels.h
Normal file
@@ -0,0 +1,52 @@
|
||||
/*
|
||||
* Copyright (C) 2023 The Android Open Source Project
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
#ifndef TNT_FILAMENT_BACKEND_VULKANREADPIXELS_H
|
||||
#define TNT_FILAMENT_BACKEND_VULKANREADPIXELS_H
|
||||
|
||||
#include "VulkanTaskHandler.h"
|
||||
#include "private/backend/Driver.h"
|
||||
|
||||
#include <bluevk/BlueVK.h>
|
||||
#include <math/vec4.h>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
struct VulkanContext;
|
||||
struct VulkanRenderTarget;
|
||||
|
||||
class VulkanReadPixels {
|
||||
public:
|
||||
using OnReadCompleteFunction = std::function<void(PixelBufferDescriptor&&)>;
|
||||
using SelecteMemoryFunction = std::function<uint32_t(uint32_t, VkFlags)>;
|
||||
|
||||
~VulkanReadPixels() noexcept;
|
||||
|
||||
void initialize(VkDevice device);
|
||||
|
||||
void run(VulkanRenderTarget const* srcTarget, uint32_t x, uint32_t y, uint32_t width,
|
||||
uint32_t height, uint32_t graphicsQueueFamilyIndex, PixelBufferDescriptor&& pbd,
|
||||
VulkanTaskHandler& taskHandler, SelecteMemoryFunction const& selectMemoryFunc,
|
||||
OnReadCompleteFunction const& readCompleteFunc);
|
||||
|
||||
private:
|
||||
VkDevice mDevice = VK_NULL_HANDLE;
|
||||
VkCommandPool mCommandPool = VK_NULL_HANDLE;
|
||||
};
|
||||
|
||||
}// namespace filament::backend
|
||||
|
||||
#endif//TNT_FILAMENT_BACKEND_VULKANREADPIXELS_H
|
||||
104
filament/backend/src/vulkan/VulkanTaskHandler.h
Normal file
104
filament/backend/src/vulkan/VulkanTaskHandler.h
Normal file
@@ -0,0 +1,104 @@
|
||||
/*
|
||||
* Copyright (C) 2023 The Android Open Source Project
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
#ifndef TNT_FILAMENT_BACKEND_VULKANTASKHANDLER_H
|
||||
#define TNT_FILAMENT_BACKEND_VULKANTASKHANDLER_H
|
||||
|
||||
#include "utils/Panic.h"
|
||||
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <queue>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
class VulkanTaskHandler {
|
||||
public:
|
||||
// The Host class is meant to be called on the thread that processes the tasks. It has access to
|
||||
// the handle function.
|
||||
class Host {
|
||||
public:
|
||||
Host(Host const&) = delete;
|
||||
Host& operator=(Host const&) = delete;
|
||||
protected:
|
||||
Host()
|
||||
: mHandler(std::make_unique<VulkanTaskHandler>()) {}
|
||||
|
||||
void runTaskHandler() noexcept {
|
||||
mHandler->handle();
|
||||
}
|
||||
|
||||
VulkanTaskHandler& getTaskHandler() noexcept {
|
||||
return *mHandler;
|
||||
}
|
||||
private:
|
||||
std::unique_ptr<VulkanTaskHandler> mHandler;
|
||||
};
|
||||
|
||||
using TaskId = uint32_t;
|
||||
using TaskFunc = std::function<void(TaskId, void*)>;
|
||||
using Task = std::pair<TaskFunc, void*>;
|
||||
|
||||
TaskId createTask(TaskFunc const& func, void* data) noexcept {
|
||||
TaskId const id = mNextTaskId++;
|
||||
mTasks[id] = std::pair(func, data);
|
||||
return id;
|
||||
}
|
||||
|
||||
// Task that will never be put on the queue again should be marked as completed by calling this
|
||||
// function.
|
||||
void completed(TaskId taskId) noexcept {
|
||||
assert_invariant(mTasks.find(taskId) != mTasks.end());
|
||||
mTasks.erase(taskId);
|
||||
}
|
||||
|
||||
void post(TaskId taskId) noexcept {
|
||||
assert_invariant(mTasks.find(taskId) != mTasks.end());
|
||||
mTaskQueue.push(taskId);
|
||||
}
|
||||
|
||||
VulkanTaskHandler() = default;
|
||||
|
||||
VulkanTaskHandler(VulkanTaskHandler const&) = delete;
|
||||
VulkanTaskHandler& operator=(VulkanTaskHandler const&) = delete;
|
||||
|
||||
private:
|
||||
inline void handle() {
|
||||
while (!mTaskQueue.empty()) {
|
||||
auto taskId = mTaskQueue.front();
|
||||
mTaskQueue.pop();
|
||||
// It is possible for taskIds in the queue to refer to a task that has already been
|
||||
// completed. Just ignore.
|
||||
if (mTasks.find(taskId) == mTasks.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
auto& [func, data] = mTasks[taskId];
|
||||
func(taskId, data);
|
||||
}
|
||||
}
|
||||
|
||||
std::queue<TaskId> mTaskQueue;
|
||||
std::map<TaskId, Task> mTasks;
|
||||
uint32_t mNextTaskId = 0;
|
||||
|
||||
friend class Host;
|
||||
};
|
||||
|
||||
}// namespace filament::backend
|
||||
|
||||
#endif// TNT_FILAMENT_BACKEND_VULKANTASKHANDLER_H
|
||||
@@ -1,12 +1,12 @@
|
||||
Pod::Spec.new do |spec|
|
||||
spec.name = "Filament"
|
||||
spec.version = "1.32.1"
|
||||
spec.version = "1.32.0"
|
||||
spec.license = { :type => "Apache 2.0", :file => "LICENSE" }
|
||||
spec.homepage = "https://google.github.io/filament"
|
||||
spec.authors = "Google LLC."
|
||||
spec.summary = "Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WASM/WebGL."
|
||||
spec.platform = :ios, "11.0"
|
||||
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.32.1/filament-v1.32.1-ios.tgz" }
|
||||
spec.source = { :http => "https://github.com/google/filament/releases/download/v1.32.0/filament-v1.32.0-ios.tgz" }
|
||||
|
||||
# Fix linking error with Xcode 12; we do not yet support the simulator on Apple silicon.
|
||||
spec.pod_target_xcconfig = {
|
||||
|
||||
@@ -49,7 +49,7 @@ void TangentsJob::run(Params* params) {
|
||||
std::unique_ptr<float3[]> morphDeltas;
|
||||
|
||||
// Build a mapping from cgltf_attribute_type to cgltf_accessor.
|
||||
const int NUM_ATTRIBUTES = cgltf_attribute_type_max_enum;
|
||||
const int NUM_ATTRIBUTES = 8;
|
||||
const cgltf_accessor* baseAccessors[NUM_ATTRIBUTES] = {};
|
||||
const cgltf_accessor* morphTargetAccessors[NUM_ATTRIBUTES] = {};
|
||||
|
||||
|
||||
@@ -135,18 +135,7 @@ static void printUsage(char* name) {
|
||||
" --help, -h\n"
|
||||
" Prints this message\n\n"
|
||||
" --api, -a\n"
|
||||
" Specify the backend API: "
|
||||
|
||||
// Matches logic in filament/backend/src/PlatformFactory.cpp for Backend::DEFAULT
|
||||
#if defined(IOS) || defined(__APPLE__)
|
||||
"opengl, vulkan, or metal (default)"
|
||||
#elif defined(FILAMENT_DRIVER_SUPPORTS_VULKAN)
|
||||
"opengl, vulkan (default), or metal"
|
||||
#else
|
||||
"opengl (default), vulkan, or metal"
|
||||
#endif
|
||||
"\n\n"
|
||||
|
||||
" Specify the backend API: opengl (default), vulkan, or metal\n\n"
|
||||
" --feature-level=<1|2|3>, -f <1|2|3>\n"
|
||||
" Specify the feature level to use. The default is the highest supported feature level.\n\n"
|
||||
" --batch=<path to JSON file or 'default'>, -b\n"
|
||||
|
||||
@@ -1072,7 +1072,7 @@ class_<TransformManager>("TransformManager")
|
||||
|
||||
.function("getWorldTransform", EMBIND_LAMBDA(flatmat4,
|
||||
(TransformManager* self, TransformManager::Instance instance), {
|
||||
return flatmat4 { self->getWorldTransform(instance) } ; }), allow_raw_pointers())
|
||||
return flatmat4 { self->getTransform(instance) } ; }), allow_raw_pointers())
|
||||
|
||||
.function("openLocalTransformTransaction", &TransformManager::openLocalTransformTransaction)
|
||||
.function("commitLocalTransformTransaction",
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "filament",
|
||||
"version": "1.32.1",
|
||||
"version": "1.32.0",
|
||||
"description": "Real-time physically based rendering engine",
|
||||
"main": "filament.js",
|
||||
"module": "filament.js",
|
||||
|
||||
Reference in New Issue
Block a user