Compare commits
1
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
6dbee125b3 |
@@ -13,7 +13,7 @@ jobs:
|
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runs-on: macos-latest
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|
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steps:
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- uses: actions/checkout@v3.3.0
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- uses: actions/checkout@v2.0.0
|
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- name: Run build script
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run: |
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cd build/android && printf "y" | ./build.sh continuous
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|
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@@ -13,7 +13,7 @@ jobs:
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runs-on: macos-latest
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|
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steps:
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- uses: actions/checkout@v3.3.0
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- uses: actions/checkout@v2.0.0
|
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- name: Run build script
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run: |
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cd build/ios && printf "y" | ./build.sh continuous
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@@ -10,10 +10,10 @@ on:
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jobs:
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build-linux:
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name: build-linux
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runs-on: ubuntu-22.04
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runs-on: ubuntu-18.04
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|
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steps:
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- uses: actions/checkout@v3.3.0
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- uses: actions/checkout@v2.0.0
|
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- name: Run build script
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run: |
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cd build/linux && printf "y" | ./build.sh continuous
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|
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@@ -13,7 +13,7 @@ jobs:
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runs-on: macos-latest
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|
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steps:
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- uses: actions/checkout@v3.3.0
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- uses: actions/checkout@v2.0.0
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- name: Run build script
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run: |
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cd build/mac && printf "y" | ./build.sh continuous
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@@ -15,10 +15,10 @@ jobs:
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strategy:
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matrix:
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os: [macos-latest, ubuntu-22.04]
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os: [macos-latest, ubuntu-18.04]
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|
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steps:
|
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- uses: actions/checkout@v3.3.0
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- uses: actions/checkout@v2.0.0
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- name: Run build script
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run: |
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WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
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@@ -32,7 +32,7 @@ jobs:
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runs-on: windows-2019
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steps:
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- uses: actions/checkout@v3.3.0
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- uses: actions/checkout@v2.0.0
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- name: Run build script
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run: |
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build\windows\build-github.bat presubmit
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@@ -43,7 +43,7 @@ jobs:
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runs-on: macos-latest
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steps:
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- uses: actions/checkout@v3.3.0
|
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- uses: actions/checkout@v2.0.0
|
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- name: Run build script
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run: |
|
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cd build/android && printf "y" | ./build.sh presubmit
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@@ -53,7 +53,7 @@ jobs:
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runs-on: macos-latest
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|
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steps:
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- uses: actions/checkout@v3.3.0
|
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- uses: actions/checkout@v2.0.0
|
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- name: Run build script
|
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run: |
|
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cd build/ios && printf "y" | ./build.sh presubmit
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@@ -66,7 +66,7 @@ jobs:
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runs-on: macos-latest
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|
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steps:
|
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- uses: actions/checkout@v3.3.0
|
||||
- uses: actions/checkout@v2.0.0
|
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- name: Run build script
|
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run: |
|
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cd build/web && printf "y" | ./build.sh presubmit
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|
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@@ -31,7 +31,7 @@ jobs:
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strategy:
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matrix:
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os: [macos-latest, ubuntu-22.04]
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os: [macos-latest, ubuntu-18.04]
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steps:
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- name: Decide Git ref
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@@ -41,27 +41,22 @@ jobs:
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TAG=${REF##*/}
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echo "ref=${REF}" >> $GITHUB_OUTPUT
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echo "tag=${TAG}" >> $GITHUB_OUTPUT
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- uses: actions/checkout@v3.3.0
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- uses: actions/checkout@v2.0.0
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with:
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ref: ${{ steps.git_ref.outputs.ref }}
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- name: Run build script
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env:
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TAG: ${{ steps.git_ref.outputs.tag }}
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run: |
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WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
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cd build/$WORKFLOW_OS && printf "y" | ./build.sh release
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cd ../..
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- name: Upload release assets
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run: |
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xargs -L 1 sudo pip3 install < build/common/requirements.txt
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if [ -f out/filament-release-darwin.tgz ]; then mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz; fi;
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if [ -f out/filament-release-linux.tgz ]; then mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz; fi;
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- uses: actions/github-script@v6
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python3 build/common/upload-assets.py ${TAG} out/*.tgz
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env:
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TAG: ${{ steps.git_ref.outputs.tag }}
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with:
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script: |
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const upload = require('./build/common/upload-release-assets');
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const { TAG } = process.env;
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const globber = await glob.create('out/*.tgz');
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await upload({ github, context }, await globber.glob(), TAG);
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GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
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build-web:
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name: build-web
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@@ -76,25 +71,20 @@ jobs:
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TAG=${REF##*/}
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echo "ref=${REF}" >> $GITHUB_OUTPUT
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echo "tag=${TAG}" >> $GITHUB_OUTPUT
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- uses: actions/checkout@v3.3.0
|
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- uses: actions/checkout@v2.0.0
|
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with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
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- name: Run build script
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env:
|
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TAG: ${{ steps.git_ref.outputs.tag }}
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run: |
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cd build/web && printf "y" | ./build.sh release
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cd ../..
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- name: Upload release assets
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run: |
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xargs -L 1 sudo pip3 install < build/common/requirements.txt
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mv out/filament-release-web.tgz out/filament-${TAG}-web.tgz
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- uses: actions/github-script@v6
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python3 build/common/upload-assets.py ${TAG} out/*.tgz
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env:
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TAG: ${{ steps.git_ref.outputs.tag }}
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with:
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script: |
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const upload = require('./build/common/upload-release-assets');
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const { TAG } = process.env;
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const globber = await glob.create('out/*.tgz');
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await upload({ github, context }, await globber.glob(), TAG);
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GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
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build-android:
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name: build-android
|
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@@ -109,20 +99,12 @@ jobs:
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TAG=${REF##*/}
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echo "ref=${REF}" >> $GITHUB_OUTPUT
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echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
- uses: actions/checkout@v3.3.0
|
||||
- uses: actions/checkout@v2.0.0
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- name: Run build script
|
||||
env:
|
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TAG: ${{ steps.git_ref.outputs.tag }}
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run: |
|
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cd build/android && printf "y" | ./build.sh release
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cd ../..
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mv out/filament-android-release.aar out/filament-${TAG}-android.aar
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mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
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mv out/filamat-android-lite-release.aar out/filamat-${TAG}-lite-android.aar
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||||
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
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mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
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- name: Sign sample-gltf-viewer
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run: |
|
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echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
|
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@@ -137,15 +119,18 @@ jobs:
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||||
TAG: ${{ steps.git_ref.outputs.tag }}
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APK_KEYSTORE_BASE64: ${{ secrets.APK_KEYSTORE_BASE64 }}
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||||
APK_KEYSTORE_PASS: ${{ secrets.APK_KEYSTORE_PASS }}
|
||||
- uses: actions/github-script@v6
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||||
- name: Upload release assets
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||||
run: |
|
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xargs -L 1 sudo pip3 install < build/common/requirements.txt
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mv out/filament-android-release.aar out/filament-${TAG}-android.aar
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mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
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||||
mv out/filamat-android-lite-release.aar out/filamat-${TAG}-lite-android.aar
|
||||
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
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||||
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
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||||
python3 build/common/upload-assets.py ${TAG} out/*.aar out/*.apk
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env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
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||||
with:
|
||||
script: |
|
||||
const upload = require('./build/common/upload-release-assets');
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const { TAG } = process.env;
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const globber = await glob.create(['out/*.aar', 'out/*.apk'].join('\n'));
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await upload({ github, context }, await globber.glob(), TAG);
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GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
|
||||
|
||||
build-ios:
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name: build-ios
|
||||
@@ -160,25 +145,20 @@ jobs:
|
||||
TAG=${REF##*/}
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
- uses: actions/checkout@v3.3.0
|
||||
- uses: actions/checkout@v2.0.0
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- name: Run build script
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
run: |
|
||||
cd build/ios && printf "y" | ./build.sh release
|
||||
cd ../..
|
||||
- name: Upload release assets
|
||||
run: |
|
||||
xargs -L 1 sudo pip3 install < build/common/requirements.txt
|
||||
mv out/filament-release-ios.tgz out/filament-${TAG}-ios.tgz
|
||||
- uses: actions/github-script@v6
|
||||
python3 build/common/upload-assets.py ${TAG} out/*.tgz
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||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
with:
|
||||
script: |
|
||||
const upload = require('./build/common/upload-release-assets');
|
||||
const { TAG } = process.env;
|
||||
const globber = await glob.create('out/*.tgz');
|
||||
await upload({ github, context }, await globber.glob(), TAG);
|
||||
GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
|
||||
|
||||
build-windows:
|
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name: build-windows
|
||||
@@ -194,23 +174,19 @@ jobs:
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
shell: bash
|
||||
- uses: actions/checkout@v3.3.0
|
||||
- uses: actions/checkout@v2.0.0
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- name: Run build script
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
run: |
|
||||
build\windows\build-github.bat release
|
||||
cd ..\..
|
||||
move out\filament-windows.tgz out\filament-%TAG%-windows.tgz
|
||||
shell: cmd
|
||||
- uses: actions/github-script@v6
|
||||
- name: Upload release assets
|
||||
run: |
|
||||
pip3 install PyGithub
|
||||
mv out/filament-windows.tgz out/filament-${TAG}-windows.tgz
|
||||
python build/common/upload-assets.py ${TAG} out/*.tgz
|
||||
shell: bash
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
with:
|
||||
script: |
|
||||
const upload = require('./build/common/upload-release-assets');
|
||||
const { TAG } = process.env;
|
||||
const globber = await glob.create('out/*.tgz');
|
||||
await upload({ github, context }, await globber.glob(), TAG);
|
||||
GITHUB_API_KEY: ${{ secrets.GITHUB_API_KEY }}
|
||||
|
||||
@@ -24,4 +24,3 @@ jobs:
|
||||
with:
|
||||
repo-token: ${{ secrets.GITHUB_TOKEN }}
|
||||
pull-request-number: ${{ github.event.pull_request.number }}
|
||||
release-notes-file: 'NEW_RELEASE_NOTES.md'
|
||||
|
||||
@@ -13,7 +13,7 @@ jobs:
|
||||
runs-on: macos-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v3.3.0
|
||||
- uses: actions/checkout@v2.0.0
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/web && printf "y" | ./build.sh continuous
|
||||
|
||||
@@ -13,7 +13,7 @@ jobs:
|
||||
runs-on: windows-2019
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v3.3.0
|
||||
- uses: actions/checkout@v2.0.0
|
||||
- name: Run build script
|
||||
run: |
|
||||
build\windows\build-github.bat continuous
|
||||
|
||||
@@ -92,8 +92,6 @@ Make sure you've installed the following dependencies:
|
||||
- `libc++abi-7-dev` (`libcxxabi-static` on Fedora) or higher
|
||||
- `ninja-build`
|
||||
- `libxi-dev`
|
||||
- `libxcomposite-dev` (`libXcomposite-devel` on Fedora)
|
||||
- `libxxf86vm-dev` (`libXxf86vm-devel` on Fedora)
|
||||
|
||||
After dependencies have been installed, we highly recommend using the [easy build](#easy-build)
|
||||
script.
|
||||
|
||||
+26
-48
@@ -31,8 +31,6 @@ option(FILAMENT_SKIP_SDL2 "Skip dependencies of SDL2, and SDL2" OFF)
|
||||
|
||||
option(FILAMENT_LINUX_IS_MOBILE "Treat Linux as Mobile" OFF)
|
||||
|
||||
option(FILAMENT_ENABLE_ASAN_UBSAN "Enable Address and Undefined Behavior Sanitizers" OFF)
|
||||
|
||||
set(FILAMENT_NDK_VERSION "" CACHE STRING
|
||||
"Android NDK version or version prefix to be used when building for Android."
|
||||
)
|
||||
@@ -69,30 +67,25 @@ endif()
|
||||
# ==================================================================================================
|
||||
find_program(CCACHE_PROGRAM ccache)
|
||||
if (CCACHE_PROGRAM)
|
||||
if (WIN32)
|
||||
set(CMAKE_C_COMPILER_LAUNCHER "${CCACHE_PROGRAM}")
|
||||
set(CMAKE_CXX_COMPILER_LAUNCHER "${CCACHE_PROGRAM}")
|
||||
set(C_LAUNCHER "${CCACHE_PROGRAM}")
|
||||
set(CXX_LAUNCHER "${CCACHE_PROGRAM}")
|
||||
|
||||
configure_file(build/launch-c.in launch-c)
|
||||
configure_file(build/launch-cxx.in launch-cxx)
|
||||
|
||||
execute_process(COMMAND chmod a+rx
|
||||
"${CMAKE_BINARY_DIR}/launch-c"
|
||||
"${CMAKE_BINARY_DIR}/launch-cxx"
|
||||
)
|
||||
|
||||
if (CMAKE_GENERATOR STREQUAL "Xcode")
|
||||
set(CMAKE_XCODE_ATTRIBUTE_CC "${CMAKE_BINARY_DIR}/launch-c")
|
||||
set(CMAKE_XCODE_ATTRIBUTE_CXX "${CMAKE_BINARY_DIR}/launch-cxx")
|
||||
set(CMAKE_XCODE_ATTRIBUTE_LD "${CMAKE_BINARY_DIR}/launch-c")
|
||||
set(CMAKE_XCODE_ATTRIBUTE_LDPLUSPLUS "${CMAKE_BINARY_DIR}/launch-cxx")
|
||||
else()
|
||||
set(C_LAUNCHER "${CCACHE_PROGRAM}")
|
||||
set(CXX_LAUNCHER "${CCACHE_PROGRAM}")
|
||||
|
||||
configure_file(build/launch-c.in launch-c)
|
||||
configure_file(build/launch-cxx.in launch-cxx)
|
||||
|
||||
execute_process(COMMAND chmod a+rx
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/launch-c"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/launch-cxx"
|
||||
)
|
||||
|
||||
if (CMAKE_GENERATOR STREQUAL "Xcode")
|
||||
set(CMAKE_XCODE_ATTRIBUTE_CC "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
|
||||
set(CMAKE_XCODE_ATTRIBUTE_CXX "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
|
||||
set(CMAKE_XCODE_ATTRIBUTE_LD "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
|
||||
set(CMAKE_XCODE_ATTRIBUTE_LDPLUSPLUS "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
|
||||
else()
|
||||
set(CMAKE_C_COMPILER_LAUNCHER "${CMAKE_CURRENT_BINARY_DIR}/launch-c")
|
||||
set(CMAKE_CXX_COMPILER_LAUNCHER "${CMAKE_CURRENT_BINARY_DIR}/launch-cxx")
|
||||
endif()
|
||||
set(CMAKE_C_COMPILER_LAUNCHER "${CMAKE_BINARY_DIR}/launch-c")
|
||||
set(CMAKE_CXX_COMPILER_LAUNCHER "${CMAKE_BINARY_DIR}/launch-cxx")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
@@ -106,10 +99,6 @@ set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||
# ==================================================================================================
|
||||
if (UNIX AND NOT APPLE AND NOT ANDROID AND NOT WEBGL)
|
||||
set(LINUX TRUE)
|
||||
else()
|
||||
# since cmake 3.25 LINUX is automatically set based on CMAKE_SYSTEM_NAME, which the android
|
||||
# cmake files are setting to "Linux".
|
||||
set(LINUX FALSE)
|
||||
endif()
|
||||
|
||||
if (LINUX)
|
||||
@@ -124,16 +113,11 @@ if (LINUX)
|
||||
add_definitions(-DFILAMENT_SUPPORTS_XCB)
|
||||
endif()
|
||||
|
||||
# Default Swiftshader build does not enable the xlib extension
|
||||
if (FILAMENT_SUPPORTS_XLIB AND FILAMENT_USE_SWIFTSHADER)
|
||||
set(FILAMENT_SUPPORTS_XLIB OFF)
|
||||
endif()
|
||||
|
||||
if (FILAMENT_SUPPORTS_XLIB)
|
||||
add_definitions(-DFILAMENT_SUPPORTS_XLIB)
|
||||
endif()
|
||||
|
||||
if (FILAMENT_SUPPORTS_XCB OR FILAMENT_SUPPORTS_XLIB)
|
||||
if (FILAMENT_SUPPORTS_XCB OR FILAMENT_SUPORTS_XLIB)
|
||||
add_definitions(-DFILAMENT_SUPPORTS_X11)
|
||||
set(FILAMENT_SUPPORTS_X11 TRUE)
|
||||
endif()
|
||||
@@ -386,10 +370,10 @@ endif()
|
||||
# ==================================================================================================
|
||||
# Debug compiler flags
|
||||
# ==================================================================================================
|
||||
if (FILAMENT_ENABLE_ASAN_UBSAN)
|
||||
set(EXTRA_SANITIZE_OPTIONS "-fsanitize=address -fsanitize=undefined")
|
||||
endif()
|
||||
|
||||
# ASAN is deactivated for now because:
|
||||
# -fsanitize=undefined causes extremely long link times
|
||||
# -fsanitize=address causes a crash with assimp, which we can't explain for now
|
||||
#set(EXTRA_SANITIZE_OPTIONS "-fsanitize=undefined -fsanitize=address")
|
||||
if (NOT MSVC AND NOT WEBGL)
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fstack-protector")
|
||||
endif()
|
||||
@@ -509,14 +493,9 @@ if (FILAMENT_SUPPORTS_METAL)
|
||||
set(MATC_API_FLAGS ${MATC_API_FLAGS} -a metal)
|
||||
endif()
|
||||
|
||||
# Enable debug info (preserves names in SPIR-V)
|
||||
if (FILAMENT_ENABLE_MATDBG)
|
||||
set(MATC_OPT_FLAGS ${MATC_OPT_FLAGS} -d)
|
||||
endif()
|
||||
|
||||
# Disable optimizations
|
||||
# Disable optimizations and enable debug info (preserves names in SPIR-V)
|
||||
if (FILAMENT_DISABLE_MATOPT)
|
||||
set(MATC_OPT_FLAGS ${MATC_OPT_FLAGS} -g)
|
||||
set(MATC_OPT_FLAGS -gd)
|
||||
endif()
|
||||
|
||||
set(MATC_BASE_FLAGS ${MATC_API_FLAGS} -p ${MATC_TARGET} ${MATC_OPT_FLAGS})
|
||||
@@ -571,7 +550,7 @@ function(list_licenses OUTPUT MODULES)
|
||||
endif()
|
||||
endforeach()
|
||||
configure_file(${FILAMENT}/build/licenses.inc.in ${OUTPUT})
|
||||
endfunction()
|
||||
endfunction(list_licenses)
|
||||
|
||||
set(COMBINE_SCRIPT "${CMAKE_CURRENT_SOURCE_DIR}/build/linux/combine-static-libs.sh")
|
||||
if (WIN32)
|
||||
@@ -692,7 +671,6 @@ add_subdirectory(${EXTERNAL}/robin-map/tnt)
|
||||
add_subdirectory(${EXTERNAL}/smol-v/tnt)
|
||||
add_subdirectory(${EXTERNAL}/benchmark/tnt)
|
||||
add_subdirectory(${EXTERNAL}/meshoptimizer/tnt)
|
||||
add_subdirectory(${EXTERNAL}/mikktspace)
|
||||
add_subdirectory(${EXTERNAL}/cgltf/tnt)
|
||||
add_subdirectory(${EXTERNAL}/draco/tnt)
|
||||
add_subdirectory(${EXTERNAL}/jsmn/tnt)
|
||||
|
||||
@@ -187,7 +187,7 @@
|
||||
same "printed page" as the copyright notice for easier
|
||||
identification within third-party archives.
|
||||
|
||||
Copyright 2023 The Android Open Source Project
|
||||
Copyright [yyyy] [name of copyright owner]
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
# Filament Release Notes log
|
||||
|
||||
**If you are merging a PR into main**: please add the release note below, under the *Release notes
|
||||
for next branch cut* header.
|
||||
|
||||
**If you are cherry-picking a commit into an rc/ branch**: add the release note under the
|
||||
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
|
||||
|
||||
## Release notes for next branch cut
|
||||
|
||||
@@ -31,7 +31,7 @@ repositories {
|
||||
}
|
||||
|
||||
dependencies {
|
||||
implementation 'com.google.android.filament:filament-android:1.32.3'
|
||||
implementation 'com.google.android.filament:filament-android:1.28.2'
|
||||
}
|
||||
```
|
||||
|
||||
@@ -41,6 +41,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
|
||||
| ------------- | ------------- |
|
||||
| [](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-android) | The Filament rendering engine itself. |
|
||||
| [](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android) | A glTF 2.0 loader for Filament, depends on `filament-android`. |
|
||||
| [](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/gltfio-android-lite) | Trimmed version of `gltfio` that does not support some glTF extensions. |
|
||||
| [](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filament-utils-android) | KTX loading, Kotlin math, and camera utilities, depends on `gltfio-android`. |
|
||||
| [](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android) | A runtime material builder/compiler. This library is large but contains a full shader compiler/validator/optimizer and supports both OpenGL and Vulkan. |
|
||||
| [](https://maven-badges.herokuapp.com/maven-central/com.google.android.filament/filamat-android-lite) | A much smaller alternative to `filamat-android` that can only generate OpenGL shaders. It does not provide validation or optimizations. |
|
||||
@@ -50,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
|
||||
iOS projects can use CocoaPods to install the latest release:
|
||||
|
||||
```
|
||||
pod 'Filament', '~> 1.32.3'
|
||||
pod 'Filament', '~> 1.28.2'
|
||||
```
|
||||
|
||||
### Snapshots
|
||||
@@ -116,9 +117,9 @@ steps:
|
||||
- Image-based lighting
|
||||
- Physically-based camera (shutter speed, sensitivity and aperture)
|
||||
- Physical light units
|
||||
- Point lights, spot lights, and directional light
|
||||
- Point lights, spot lights and directional light
|
||||
- Specular anti-aliasing
|
||||
- Point, spot, and directional light shadows
|
||||
- Spot and directional light shadows
|
||||
- Cascaded shadows
|
||||
- EVSM, PCSS, DPCF, or PCF shadows
|
||||
- Transparent shadows
|
||||
|
||||
+58
-13
@@ -13,7 +13,22 @@ Before starting, ensure that each of these branches is up-to-date with origin:
|
||||
|
||||
It should have the version corresponding to its name, $RELEASE.
|
||||
|
||||
## 1. Bump versions on main to $RELEASE.
|
||||
## 1. Update RELEASE_NOTES.md on the rc branch.
|
||||
|
||||
Checkout the rc/$RELEASE branch. In RELEASE_NOTES.md, locate the header corresponding to $RELEASE
|
||||
and write release notes. To see which commits make up the release, run:
|
||||
|
||||
```
|
||||
build/common/release.sh -c rc/$RELEASE
|
||||
```
|
||||
|
||||
Commit the changes to rc/$RELEASE with the title:
|
||||
|
||||
```
|
||||
Update RELEASE_NOTES for $RELEASE
|
||||
```
|
||||
|
||||
## 2. Bump versions on main to $RELEASE.
|
||||
|
||||
Checkout main and run the following command to bump Filament's version to $RELEASE:
|
||||
|
||||
@@ -29,19 +44,49 @@ Release Filament $RELEASE
|
||||
|
||||
Do not push to origin yet.
|
||||
|
||||
## 2. Update RELEASE_NOTES.md on main.
|
||||
## 3. Cherry-pick RELEASE_NOTES change from rc branch to main.
|
||||
|
||||
Create a new header in RELEASE_NOTES.md for $NEXT_RELEASE. Copy the release notes in
|
||||
NEW_RELEASE_NOTES.md to RELEASE_NOTES.md under the new header. Clear NEW_RELEASE_NOTES.md.
|
||||
```
|
||||
git cherry-pick rc/$RELEASE
|
||||
```
|
||||
|
||||
Amend these changes to the "Release Filament $RELEASE" commit.
|
||||
Update the headers. The "main branch" header becomes a header for $NEXT_RELEASE, and a new "main
|
||||
branch" header is added.
|
||||
|
||||
For example, this:
|
||||
|
||||
```
|
||||
## main branch
|
||||
- foo
|
||||
- bar
|
||||
|
||||
## v1.9.3
|
||||
- baz
|
||||
- bat
|
||||
```
|
||||
|
||||
becomes:
|
||||
|
||||
```
|
||||
## main branch
|
||||
|
||||
## v1.9.4
|
||||
- foo
|
||||
- bar
|
||||
|
||||
## v1.9.3
|
||||
- baz
|
||||
- bat
|
||||
```
|
||||
|
||||
Ammend these changes to the cherry-picked change.
|
||||
|
||||
```
|
||||
git add -u
|
||||
git commit --amend --no-edit
|
||||
```
|
||||
|
||||
## 3. Run release script.
|
||||
## 4. Run release script.
|
||||
|
||||
```
|
||||
build/common/release.sh rc/$RELEASE rc/$NEXT_RELEASE
|
||||
@@ -50,18 +95,18 @@ build/common/release.sh rc/$RELEASE rc/$NEXT_RELEASE
|
||||
This script will merge rc/$RELEASE into release, delete the rc branch, and create a new rc
|
||||
branch called rc/$NEXT_RELEASE. Verify that everything looks okay locally.
|
||||
|
||||
## 4. Push the release branch.
|
||||
## 5. Push the release branch.
|
||||
|
||||
```
|
||||
git push origin release
|
||||
```
|
||||
|
||||
## 5. Create the GitHub release.
|
||||
## 6. Create the GitHub release.
|
||||
|
||||
Use the GitHub UI to create a GitHub release corresponding to $RELEASE version.
|
||||
Make sure the target is set to the release branch.
|
||||
|
||||
## 6. Delete the old rc branch (optional).
|
||||
## 7. Delete the old rc branch (optional).
|
||||
|
||||
This step is optional. The old rc branch may be left alive for a few weeks for posterity.
|
||||
|
||||
@@ -69,7 +114,7 @@ This step is optional. The old rc branch may be left alive for a few weeks for p
|
||||
git push origin --delete rc/$RELEASE
|
||||
```
|
||||
|
||||
## 7. Bump the version on the new rc branch to $NEXT_RELEASE.
|
||||
## 8. Bump the version on the new rc branch to $NEXT_RELEASE.
|
||||
|
||||
```
|
||||
git checkout rc/$NEXT_RELEASE
|
||||
@@ -82,19 +127,19 @@ Commit the changes to rc/$NEXT_RELEASE with the title:
|
||||
Bump version to $NEXT_RELEASE
|
||||
```
|
||||
|
||||
## 8. Push main.
|
||||
## 9. Push main.
|
||||
|
||||
```
|
||||
git push origin main
|
||||
```
|
||||
|
||||
## 9. Push the new rc branch.
|
||||
## 10. Push the new rc branch.
|
||||
|
||||
```
|
||||
git push origin -u rc/$NEXT_RELEASE
|
||||
```
|
||||
|
||||
## 10. Rebuild the GitHub release (if failed).
|
||||
## 11. Rebuild the GitHub release (if failed).
|
||||
|
||||
Sometimes the GitHub release job will fail. In this case, you can manually re-run the release job.
|
||||
|
||||
|
||||
+5
-88
@@ -3,97 +3,14 @@
|
||||
This file contains one line summaries of commits that are worthy of mentioning in release notes.
|
||||
A new header is inserted each time a *tag* is created.
|
||||
|
||||
**Do not edit this file unless you are performing a release or cherry-picking into an rc/ branch.**
|
||||
Instead, if you are authoring a PR for the main branch, add your release note to
|
||||
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
|
||||
|
||||
## v1.32.3
|
||||
|
||||
- fog: added an option to disable the fog after a certain distance [⚠️ **Recompile Materials**].
|
||||
- fog: fog color now takes exposure and IBL intensity into account [⚠️ **Recompile Materials**].
|
||||
- materials: implement cascades debugging as a post-process [⚠️ **Recompile Materials**].
|
||||
- materials: use 9 digits or less for floats [⚠️ **Recompile Materials**].
|
||||
- gltfio: fix skinning when objects are far from the origin
|
||||
- materials: remove 4 unneeded variants from `unlit` materials [⚠️ **Recompile Materials**].
|
||||
|
||||
## v1.32.2
|
||||
|
||||
- lighting: the sun disc was computed in low/medium quality instead of high quality. This will
|
||||
provide performance improvements to mobile devices [⚠️ **Recompile Materials**]
|
||||
|
||||
## v1.32.1
|
||||
|
||||
## v1.32.0
|
||||
|
||||
- fog: fixed fog height falloff and computation precision on mobile [⚠️ **Recompile Materials**]
|
||||
- materials: new alphaToCoverage property can be used to control alpha to coverage behavior
|
||||
- materials: added `getUserWorldFromWorldMatrix()` and `getUserWorldPosition()` to retrieve the
|
||||
API-level (user) world position in materials. Deprecated `getWorldOffset()`. [⚠️ **Recompile
|
||||
Materials**]
|
||||
- engine: fix precision issue with `shading_view` in large scenes
|
||||
- vulkan: readPixels is now async (#6560)
|
||||
|
||||
## v1.31.7
|
||||
|
||||
## v1.31.6
|
||||
|
||||
- engine: the default render channel is now 2 instead of 0
|
||||
- gltfio: Fix crash when a MIME type has no texture provider
|
||||
|
||||
## v1.31.5
|
||||
|
||||
- gltfio: fix potential early freeing of data provided with `ResourceLoader::addResourceData`.
|
||||
|
||||
## v1.31.4
|
||||
|
||||
- engine: fix broken picking [⚠️ **Recompile Materials to get the fix**]
|
||||
- engine: added support for sRGB swapchains. See `SwapChain.h`
|
||||
- bluegl: support Windows32
|
||||
|
||||
## v1.31.3
|
||||
|
||||
- vulkan: fix memory leak in readPixels
|
||||
- engine: added support for draw-commands channels (stronger ordering of commands/renderables)
|
||||
|
||||
## v1.31.2
|
||||
|
||||
## v1.31.1
|
||||
|
||||
- gltfio: expose joint inverse bind matrices via method on FilamentInstance
|
||||
- filamesh: add error when uv coords size does not match num of vertices. (#6351)
|
||||
|
||||
## v1.31.0
|
||||
|
||||
- java: fix confusing typo in Camera documentation
|
||||
- engine: the output color space can be set on `ColorGrading`. This API currently has limitations,
|
||||
please refer to the documentation for more details
|
||||
- Support for RGTC and BPTC texture compression
|
||||
- engine: fix TransformManager high precision mode when using transactions
|
||||
- web: added TypeScript definition for `Engine.destroy`
|
||||
- materials: `getNormalizedViewportCoord()` now returns the logical (i.e. user) viewport
|
||||
normalized position and keeps z reversed [⚠️ **Recompile Materials**]
|
||||
- backend: workaround Adreno shader compiler bug (#6355) [⚠️ **Recompile Materials**]
|
||||
- geometry: change computing tangent basis from normal vector to use Frisvad's method
|
||||
|
||||
## v1.30.0
|
||||
|
||||
- engine: optimize per-shadow UBO [⚠️ **Recompile Materials**]
|
||||
- engine: fix potential memory corruption with larger scenes
|
||||
- engine: VSM's MSAA setting is now per-view instead of per-light [⚠️ **API Change**]
|
||||
|
||||
## v1.29.0
|
||||
|
||||
- gltfio: calculate primitive's AABB correctly.
|
||||
- gltfio: recompute bounding boxes with morph targets
|
||||
- engine: add missing getters on `MaterialInstance`
|
||||
- WebGL: add missing `ColorGrading` JS bindings
|
||||
- engine: improvements/cleanup of Shadow mapping code [⚠️ **Recompile Materials**]
|
||||
|
||||
## v1.28.3
|
||||
|
||||
## main branch
|
||||
|
||||
- backend: add support for GGP platform
|
||||
- gltfio: calculate primitive's AABB correctly.
|
||||
- gltfio: fix glTF breaking issue
|
||||
- gltfio: recompute bounding boxes with morph targets
|
||||
- engine: primitives with `CullingMode::FRONT_AND_BACK` are now skipped.
|
||||
- engine: add missing getters on `MaterialInstance`
|
||||
|
||||
## v1.28.2
|
||||
|
||||
|
||||
+7
-14
@@ -12,10 +12,7 @@
|
||||
// When set, support for Vulkan will be excluded.
|
||||
//
|
||||
// com.google.android.filament.matdbg
|
||||
// When set, enables matdbg
|
||||
//
|
||||
// com.google.android.filament.matnopt
|
||||
// When set, disable shader optimizations.
|
||||
// When set, enables matdbg, disables shader optimizations
|
||||
//
|
||||
// com.google.android.filament.skip-samples
|
||||
// Exclude samples from the project. Useful to speed up compilation.
|
||||
@@ -65,10 +62,6 @@ buildscript {
|
||||
.gradleProperty("com.google.android.filament.matdbg")
|
||||
.isPresent()
|
||||
|
||||
def matnopt = providers
|
||||
.gradleProperty("com.google.android.filament.matnopt")
|
||||
.isPresent()
|
||||
|
||||
def abis = ["arm64-v8a", "armeabi-v7a", "x86_64", "x86"]
|
||||
def newAbis = providers
|
||||
.gradleProperty("com.google.android.filament.abis")
|
||||
@@ -82,9 +75,9 @@ buildscript {
|
||||
'minSdk': 19,
|
||||
'targetSdk': 33,
|
||||
'compileSdk': 33,
|
||||
'kotlin': '1.8.0',
|
||||
'kotlin_coroutines': '1.6.4',
|
||||
'buildTools': '33.0.1',
|
||||
'kotlin': '1.7.10',
|
||||
'kotlin_coroutines': '1.6.1',
|
||||
'buildTools': '33.0.0',
|
||||
'ndk': '25.1.8937393',
|
||||
'androidx_core': '1.9.0',
|
||||
'androidx_annotations': '1.3.0'
|
||||
@@ -103,7 +96,8 @@ buildscript {
|
||||
]
|
||||
|
||||
dependencies {
|
||||
classpath 'com.android.tools.build:gradle:7.4.0'
|
||||
// NOTE: See TODO in gradle.properties once we move to Gradle 7.4
|
||||
classpath 'com.android.tools.build:gradle:7.3.0'
|
||||
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:${versions.kotlin}"
|
||||
}
|
||||
|
||||
@@ -115,7 +109,7 @@ buildscript {
|
||||
"-DFILAMENT_DIST_DIR=${filamentPath}".toString(),
|
||||
"-DFILAMENT_SUPPORTS_VULKAN=${excludeVulkan ? 'OFF' : 'ON'}".toString(),
|
||||
"-DFILAMENT_ENABLE_MATDBG=${matdbg ? 'ON' : 'OFF'}".toString(),
|
||||
"-DFILAMENT_DISABLE_MATOPT=${matnopt ? 'ON' : 'OFF'}".toString()
|
||||
"-DFILAMENT_DISABLE_MATOPT=${matdbg ? 'ON' : 'OFF'}".toString()
|
||||
]
|
||||
|
||||
ext.cppFlags = [
|
||||
@@ -126,7 +120,6 @@ buildscript {
|
||||
"-fno-asynchronous-unwind-tables",
|
||||
"-fno-rtti",
|
||||
"-ffast-math",
|
||||
"-fno-finite-math-only",
|
||||
"-ffp-contract=fast",
|
||||
"-fvisibility-inlines-hidden",
|
||||
"-fvisibility=hidden",
|
||||
|
||||
@@ -250,13 +250,6 @@ Java_com_google_android_filament_filamat_MaterialBuilder_nMaterialBuilderMaskThr
|
||||
builder->maskThreshold(maskThreshold);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_filamat_MaterialBuilder_nMaterialBuilderAlphaToCoverage(JNIEnv*,
|
||||
jclass, jlong nativeBuilder, jboolean enable) {
|
||||
auto builder = (MaterialBuilder*) nativeBuilder;
|
||||
builder->alphaToCoverage(enable);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_filamat_MaterialBuilder_nMaterialBuilderShadowMultiplier(
|
||||
JNIEnv*, jclass, jlong nativeBuilder, jboolean shadowMultiplier) {
|
||||
|
||||
-7
@@ -360,12 +360,6 @@ public class MaterialBuilder {
|
||||
return this;
|
||||
}
|
||||
|
||||
@NonNull
|
||||
public MaterialBuilder alphaToCoverage(boolean enable) {
|
||||
nMaterialBuilderAlphaToCoverage(mNativeObject, enable);
|
||||
return this;
|
||||
}
|
||||
|
||||
@NonNull
|
||||
public MaterialBuilder shadowMultiplier(boolean shadowMultiplier) {
|
||||
nMaterialBuilderShadowMultiplier(mNativeObject, shadowMultiplier);
|
||||
@@ -590,7 +584,6 @@ public class MaterialBuilder {
|
||||
private static native void nMaterialBuilderDepthCulling(long nativeBuilder, boolean enable);
|
||||
private static native void nMaterialBuilderDoubleSided(long nativeBuilder, boolean doubleSided);
|
||||
private static native void nMaterialBuilderMaskThreshold(long nativeBuilder, float mode);
|
||||
private static native void nMaterialBuilderAlphaToCoverage(long nativeBuilder, boolean enable);
|
||||
|
||||
private static native void nMaterialBuilderShadowMultiplier(long mNativeObject,
|
||||
boolean shadowMultiplier);
|
||||
|
||||
@@ -79,7 +79,7 @@ Java_com_google_android_filament_LightManager_nBuilderShadowOptions(JNIEnv* env,
|
||||
jfloat shadowFarHint, jboolean stable, jboolean lispsm,
|
||||
jfloat polygonOffsetConstant, jfloat polygonOffsetSlope,
|
||||
jboolean screenSpaceContactShadows, jint stepCount,
|
||||
jfloat maxShadowDistance, jboolean elvsm, jfloat blurWidth, jfloat shadowBulbRadius) {
|
||||
jfloat maxShadowDistance, jint vsmMsaaSamples, jboolean elvsm, jfloat blurWidth, jfloat shadowBulbRadius) {
|
||||
LightManager::Builder *builder = (LightManager::Builder *) nativeBuilder;
|
||||
LightManager::ShadowOptions shadowOptions {
|
||||
.mapSize = (uint32_t)mapSize,
|
||||
@@ -97,6 +97,7 @@ Java_com_google_android_filament_LightManager_nBuilderShadowOptions(JNIEnv* env,
|
||||
.stepCount = uint8_t(stepCount),
|
||||
.maxShadowDistance = maxShadowDistance,
|
||||
.vsm = {
|
||||
.msaaSamples = (uint8_t) vsmMsaaSamples,
|
||||
.elvsm = (bool)elvsm,
|
||||
.blurWidth = blurWidth
|
||||
},
|
||||
|
||||
@@ -153,14 +153,6 @@ Java_com_google_android_filament_Material_nIsDoubleSided(JNIEnv*, jclass,
|
||||
return (jboolean) material->isDoubleSided();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Material_nIsAlphaToCoverageEnabled(JNIEnv*, jclass,
|
||||
jlong nativeMaterial) {
|
||||
Material* material = (Material*) nativeMaterial;
|
||||
return (jboolean) material->isAlphaToCoverageEnabled();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_com_google_android_filament_Material_nGetMaskThreshold(JNIEnv*, jclass,
|
||||
|
||||
@@ -457,6 +457,7 @@ extern "C"
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetMaskThreshold(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nGetMaskThreshold()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->getMaskThreshold();
|
||||
}
|
||||
@@ -465,6 +466,7 @@ extern "C"
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetSpecularAntiAliasingVariance(JNIEnv* env,
|
||||
jclass clazz, jlong nativeMaterialInstance) {
|
||||
// TODO: implement nGetSpecularAntiAliasingVariance()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->getSpecularAntiAliasingVariance();
|
||||
}
|
||||
@@ -473,6 +475,7 @@ extern "C"
|
||||
JNIEXPORT jfloat JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetSpecularAntiAliasingThreshold(JNIEnv* env,
|
||||
jclass clazz, jlong nativeMaterialInstance) {
|
||||
// TODO: implement nGetSpecularAntiAliasingThreshold()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->getSpecularAntiAliasingThreshold();
|
||||
}
|
||||
@@ -481,6 +484,7 @@ extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsDoubleSided(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsDoubleSided()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isDoubleSided();
|
||||
}
|
||||
@@ -489,6 +493,7 @@ extern "C"
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetCullingMode(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nGetCullingMode()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return (jint)instance->getCullingMode();
|
||||
}
|
||||
@@ -497,6 +502,7 @@ extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsColorWriteEnabled(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsColorWriteEnabled()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isColorWriteEnabled();
|
||||
}
|
||||
@@ -505,6 +511,7 @@ extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsDepthWriteEnabled(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsDepthWriteEnabled()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isDepthWriteEnabled();
|
||||
}
|
||||
@@ -513,6 +520,7 @@ extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsStencilWriteEnabled(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsStencilWriteEnabled()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isStencilWriteEnabled();
|
||||
}
|
||||
@@ -521,6 +529,7 @@ extern "C"
|
||||
JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nIsDepthCullingEnabled(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
// TODO: implement nIsDepthCullingEnabled()
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isDepthCullingEnabled();
|
||||
}
|
||||
|
||||
@@ -150,13 +150,6 @@ Java_com_google_android_filament_RenderableManager_nBuilderPriority(JNIEnv*, jcl
|
||||
builder->priority((uint8_t) priority);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nBuilderChannel(JNIEnv*, jclass,
|
||||
jlong nativeBuilder, jint channel) {
|
||||
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
|
||||
builder->channel((uint8_t) channel);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nBuilderCulling(JNIEnv*, jclass,
|
||||
jlong nativeBuilder, jboolean enabled) {
|
||||
@@ -346,13 +339,6 @@ Java_com_google_android_filament_RenderableManager_nSetPriority(JNIEnv*, jclass,
|
||||
rm->setPriority((RenderableManager::Instance) i, (uint8_t) priority);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nSetChannel(JNIEnv*, jclass,
|
||||
jlong nativeRenderableManager, jint i, jint channel) {
|
||||
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
|
||||
rm->setChannel((RenderableManager::Instance) i, (uint8_t) channel);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nSetCulling(JNIEnv*, jclass,
|
||||
jlong nativeRenderableManager, jint i, jboolean enabled) {
|
||||
|
||||
@@ -16,7 +16,6 @@
|
||||
|
||||
#include <jni.h>
|
||||
|
||||
#include <filament/Engine.h>
|
||||
#include <filament/SwapChain.h>
|
||||
|
||||
#include "common/CallbackUtils.h"
|
||||
@@ -33,9 +32,3 @@ Java_com_google_android_filament_SwapChain_nSetFrameCompletedCallback(JNIEnv* en
|
||||
JniCallback::postToJavaAndDestroy(callback);
|
||||
}, callback);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_SwapChain_nIsSRGBSwapChainSupported(JNIEnv *, jclass, jlong nativeEngine) {
|
||||
Engine* engine = (Engine*) nativeEngine;
|
||||
return (bool)SwapChain::isSRGBSwapChainSupported(*engine);
|
||||
}
|
||||
|
||||
@@ -315,13 +315,12 @@ Java_com_google_android_filament_View_nSetBloomOptions(JNIEnv*, jclass,
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_View_nSetFogOptions(JNIEnv *, jclass , jlong nativeView,
|
||||
jfloat distance, jfloat maximumOpacity, jfloat height, jfloat heightFalloff, jfloat cutOffDistance,
|
||||
jfloat r, jfloat g, jfloat b, jfloat density, jfloat inScatteringStart,
|
||||
jfloat distance, jfloat maximumOpacity, jfloat height, jfloat heightFalloff, jfloat r,
|
||||
jfloat g, jfloat b, jfloat density, jfloat inScatteringStart,
|
||||
jfloat inScatteringSize, jboolean fogColorFromIbl, jboolean enabled) {
|
||||
View* view = (View*) nativeView;
|
||||
View::FogOptions options = {
|
||||
.distance = distance,
|
||||
.cutOffDistance = cutOffDistance,
|
||||
.maximumOpacity = maximumOpacity,
|
||||
.height = height,
|
||||
.heightFalloff = heightFalloff,
|
||||
|
||||
@@ -365,7 +365,7 @@ public class Camera {
|
||||
* By default, this is an identity matrix.
|
||||
* </p>
|
||||
*
|
||||
* @param inScaling diagonal of the scaling matrix to be applied after the projection matrix.
|
||||
* @param scaling diagonal of the scaling matrix to be applied after the projection matrix.
|
||||
*
|
||||
* @see Camera#setProjection
|
||||
* @see Camera#setLensProjection
|
||||
@@ -409,7 +409,7 @@ public class Camera {
|
||||
*
|
||||
* <pre>
|
||||
* engine.getTransformManager().setTransform(
|
||||
* engine.getTransformManager().getInstance(camera->getEntity()), modelMatrix);
|
||||
* engine.getTransformManager().getInstance(camera->getEntity()), viewMatrix);
|
||||
* </pre>
|
||||
*
|
||||
* @param modelMatrix The camera position and orientation provided as a <b>rigid transform</b> matrix.
|
||||
|
||||
+18
-2
@@ -349,6 +349,20 @@ public class LightManager {
|
||||
* @see View#setShadowType
|
||||
*/
|
||||
|
||||
/**
|
||||
* The number of MSAA samples to use when rendering VSM shadow maps.
|
||||
* Must be a power-of-two and greater than or equal to 1. A value of 1 effectively turns
|
||||
* off MSAA.
|
||||
* Higher values may not be available depending on the underlying hardware.
|
||||
*
|
||||
* <p>
|
||||
* <strong>Warning: This API is still experimental and subject to change.</strong>
|
||||
* </p>
|
||||
*/
|
||||
@IntRange(from = 1)
|
||||
public int vsmMsaaSamples = 1;
|
||||
|
||||
|
||||
/**
|
||||
* When elvsm is set to true, "Exponential Layered VSM without Layers" are used. It is
|
||||
* an improvement to the default EVSM which suffers important light leaks. Enabling
|
||||
@@ -505,7 +519,7 @@ public class LightManager {
|
||||
options.shadowFarHint, options.stable, options.lispsm,
|
||||
options.polygonOffsetConstant, options.polygonOffsetSlope,
|
||||
options.screenSpaceContactShadows,
|
||||
options.stepCount, options.maxShadowDistance,
|
||||
options.stepCount, options.maxShadowDistance, options.vsmMsaaSamples,
|
||||
options.elvsm, options.blurWidth, options.shadowBulbRadius);
|
||||
return this;
|
||||
}
|
||||
@@ -1004,6 +1018,8 @@ public class LightManager {
|
||||
* lightbulbs.
|
||||
*
|
||||
* @param efficiency Efficiency in percent. This depends on the type of lightbulb used.
|
||||
*
|
||||
* @return This Builder, for chaining calls.
|
||||
*/
|
||||
public void setIntensity(@EntityInstance int i, float watts, float efficiency) {
|
||||
nSetIntensity(mNativeObject, i , watts, efficiency);
|
||||
@@ -1169,7 +1185,7 @@ public class LightManager {
|
||||
boolean stable, boolean lispsm,
|
||||
float polygonOffsetConstant, float polygonOffsetSlope,
|
||||
boolean screenSpaceContactShadows, int stepCount, float maxShadowDistance,
|
||||
boolean elvsm, float blurWidth, float shadowBulbRadius);
|
||||
int vsmMsaaSamples, boolean elvsm, float blurWidth, float shadowBulbRadius);
|
||||
private static native void nBuilderCastLight(long nativeBuilder, boolean enabled);
|
||||
private static native void nBuilderPosition(long nativeBuilder, float x, float y, float z);
|
||||
private static native void nBuilderDirection(long nativeBuilder, float x, float y, float z);
|
||||
|
||||
@@ -503,17 +503,6 @@ public class Material {
|
||||
return nIsDoubleSided(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Indicates whether instances of this material will use alpha to coverage.
|
||||
*
|
||||
* @see
|
||||
* <a href="https://google.github.io/filament/Materials.html#materialdefinitions/materialblock/rasterization:alphatocoverage">
|
||||
* Rasterization: alphaToCoverage</a>
|
||||
*/
|
||||
public boolean isAlphaToCoverageEnabled() {
|
||||
return nIsAlphaToCoverageEnabled(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the alpha mask threshold used when the blending mode is set to masked.
|
||||
*
|
||||
@@ -926,7 +915,6 @@ public class Material {
|
||||
private static native boolean nIsDepthWriteEnabled(long nativeMaterial);
|
||||
private static native boolean nIsDepthCullingEnabled(long nativeMaterial);
|
||||
private static native boolean nIsDoubleSided(long nativeMaterial);
|
||||
private static native boolean nIsAlphaToCoverageEnabled(long nativeMaterial);
|
||||
private static native float nGetMaskThreshold(long nativeMaterial);
|
||||
private static native float nGetSpecularAntiAliasingVariance(long nativeMaterial);
|
||||
private static native float nGetSpecularAntiAliasingThreshold(long nativeMaterial);
|
||||
|
||||
+4
-71
@@ -257,79 +257,23 @@ public class RenderableManager {
|
||||
* Provides coarse-grained control over draw order.
|
||||
*
|
||||
* <p>In general Filament reserves the right to re-order renderables to allow for efficient
|
||||
* rendering. However clients can control ordering at a coarse level using \em priority.
|
||||
* The priority is applied separately for opaque and translucent objects, that is, opaque
|
||||
* objects are always drawn before translucent objects regardless of the priority.</p>
|
||||
* rendering. However clients can control ordering at a coarse level using <em>priority</em>.</p>
|
||||
*
|
||||
* <p>For example, this could be used to draw a semitransparent HUD, if a client wishes to
|
||||
* avoid using a separate View for the HUD. Note that priority is completely orthogonal to
|
||||
* {@link Builder#layerMask}, which merely controls visibility.</p>
|
||||
|
||||
* <p>The Skybox always using the lowest priority, so it's drawn last, which may improve
|
||||
* performance.</p>
|
||||
*
|
||||
* <p>The priority is clamped to the range [0..7], defaults to 4; 7 is lowest priority
|
||||
* (rendered last).</p>
|
||||
*
|
||||
* @see Builder#blendOrder
|
||||
*/
|
||||
|
||||
/**
|
||||
* Provides coarse-grained control over draw order.
|
||||
*
|
||||
* <p>In general Filament reserves the right to re-order renderables to allow for efficient
|
||||
* rendering. However clients can control ordering at a coarse level using priority.
|
||||
* The priority is applied separately for opaque and translucent objects, that is, opaque
|
||||
* objects are always drawn before translucent objects regardless of the priority.</p>
|
||||
*
|
||||
* <p>For example, this could be used to draw a semitransparent HUD, if a client wishes to
|
||||
* avoid using a separate View for the HUD. Note that priority is completely orthogonal to
|
||||
* {@link Builder#layerMask}, which merely controls visibility.</p>
|
||||
|
||||
* <p>The Skybox always using the lowest priority, so it's drawn last, which may improve
|
||||
* performance.</p>
|
||||
*
|
||||
* @param priority clamped to the range [0..7], defaults to 4; 7 is lowest priority
|
||||
* (rendered last).
|
||||
*
|
||||
* @return Builder reference for chaining calls.
|
||||
*
|
||||
* @see Builder#channel
|
||||
* @see Builder#blendOrder
|
||||
* @see #setPriority
|
||||
* @see #setBlendOrderAt
|
||||
*/
|
||||
@NonNull
|
||||
public Builder priority(@IntRange(from = 0, to = 7) int priority) {
|
||||
nBuilderPriority(mNativeBuilder, priority);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the channel this renderable is associated to. There can be 4 channels.
|
||||
*
|
||||
* <p>All renderables in a given channel are rendered together, regardless of anything else.
|
||||
* They are sorted as usual within a channel.</p>
|
||||
* <p>Channels work similarly to priorities, except that they enforce the strongest
|
||||
* ordering.</p>
|
||||
*
|
||||
* <p>Channels 0 and 1 may not have render primitives using a material with `refractionType`
|
||||
* set to `screenspace`.</p>
|
||||
*
|
||||
* @param channel clamped to the range [0..3], defaults to 2.
|
||||
*
|
||||
* @return Builder reference for chaining calls.
|
||||
*
|
||||
* @see Builder::blendOrder()
|
||||
* @see Builder::priority()
|
||||
* @see RenderableManager::setBlendOrderAt()
|
||||
*/
|
||||
@NonNull
|
||||
public Builder channel(@IntRange(from = 0, to = 3) int channel) {
|
||||
nBuilderChannel(mNativeBuilder, channel);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Controls frustum culling, true by default.
|
||||
*
|
||||
@@ -356,16 +300,16 @@ public class RenderableManager {
|
||||
|
||||
/**
|
||||
* Specifies the number of draw instance of this renderable. The default is 1 instance and
|
||||
* the maximum number of instances allowed is 32767. 0 is invalid.
|
||||
* the maximum number of instances allowed is 65535. 0 is invalid.
|
||||
* All instances are culled using the same bounding box, so care must be taken to make
|
||||
* sure all instances render inside the specified bounding box.
|
||||
* The material can use getInstanceIndex() in the vertex shader to get the instance index and
|
||||
* possibly adjust the position or transform.
|
||||
*
|
||||
* @param instanceCount the number of instances silently clamped between 1 and 32767.
|
||||
* @param instanceCount the number of instances silently clamped between 1 and 65535.
|
||||
*/
|
||||
@NonNull
|
||||
public Builder instances(@IntRange(from = 1, to = 32767) int instanceCount) {
|
||||
public Builder instances(@IntRange(from = 1, to = 65535) int instanceCount) {
|
||||
nBuilderInstances(mNativeBuilder, instanceCount);
|
||||
return this;
|
||||
}
|
||||
@@ -711,15 +655,6 @@ public class RenderableManager {
|
||||
nSetPriority(mNativeObject, i, priority);
|
||||
}
|
||||
|
||||
/**
|
||||
* Changes the channel of a renderable
|
||||
*
|
||||
* @see Builder#channel
|
||||
*/
|
||||
public void setChannel(@EntityInstance int i, @IntRange(from = 0, to = 3) int channel) {
|
||||
nSetChannel(mNativeObject, i, channel);
|
||||
}
|
||||
|
||||
/**
|
||||
* Changes whether or not frustum culling is on.
|
||||
*
|
||||
@@ -941,7 +876,6 @@ public class RenderableManager {
|
||||
private static native void nBuilderBoundingBox(long nativeBuilder, float cx, float cy, float cz, float ex, float ey, float ez);
|
||||
private static native void nBuilderLayerMask(long nativeBuilder, int select, int value);
|
||||
private static native void nBuilderPriority(long nativeBuilder, int priority);
|
||||
private static native void nBuilderChannel(long nativeBuilder, int channel);
|
||||
private static native void nBuilderCulling(long nativeBuilder, boolean enabled);
|
||||
private static native void nBuilderCastShadows(long nativeBuilder, boolean enabled);
|
||||
private static native void nBuilderReceiveShadows(long nativeBuilder, boolean enabled);
|
||||
@@ -964,7 +898,6 @@ public class RenderableManager {
|
||||
private static native void nSetAxisAlignedBoundingBox(long nativeRenderableManager, int i, float cx, float cy, float cz, float ex, float ey, float ez);
|
||||
private static native void nSetLayerMask(long nativeRenderableManager, int i, int select, int value);
|
||||
private static native void nSetPriority(long nativeRenderableManager, int i, int priority);
|
||||
private static native void nSetChannel(long nativeRenderableManager, int i, int channel);
|
||||
private static native void nSetCulling(long nativeRenderableManager, int i, boolean enabled);
|
||||
private static native void nSetLightChannel(long nativeRenderableManager, int i, int channel, boolean enable);
|
||||
private static native boolean nGetLightChannel(long nativeRenderableManager, int i, int channel);
|
||||
|
||||
@@ -124,24 +124,7 @@ public class Renderer {
|
||||
*/
|
||||
public static class ClearOptions {
|
||||
/**
|
||||
* Color (sRGB linear) to use to clear the RenderTarget (typically the SwapChain).
|
||||
*
|
||||
* The RenderTarget is cleared using this color, which won't be tone-mapped since
|
||||
* tone-mapping is part of View rendering (this is not).
|
||||
*
|
||||
* When a View is rendered, there are 3 scenarios to consider:
|
||||
* - Pixels rendered by the View replace the clear color (or blend with it in
|
||||
* `BlendMode.TRANSLUCENT` mode).
|
||||
*
|
||||
* - With blending mode set to `BlendMode.TRANSLUCENT`, Pixels untouched by the View
|
||||
* are considered fulling transparent and let the clear color show through.
|
||||
*
|
||||
* - With blending mode set to `BlendMode.OPAQUE`, Pixels untouched by the View
|
||||
* are set to the clear color. However, because it is now used in the context of a View,
|
||||
* it will go through the post-processing stage, which includes tone-mapping.
|
||||
*
|
||||
* For consistency, it is recommended to always use a Skybox to clear an opaque View's
|
||||
* background, or to use black or fully-transparent (i.e. {0,0,0,0}) as the clear color.
|
||||
* Color to use to clear the SwapChain
|
||||
*/
|
||||
@NonNull
|
||||
public float[] clearColor = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
|
||||
@@ -91,34 +91,11 @@ public class SwapChain {
|
||||
*/
|
||||
public static final long CONFIG_ENABLE_XCB = 0x4;
|
||||
|
||||
/**
|
||||
* Indicates that the SwapChain must automatically perform linear to sRGB encoding.
|
||||
*
|
||||
* This flag is ignored if isSRGBSwapChainSupported() is false.
|
||||
*
|
||||
* When using this flag, post-processing should be disabled.
|
||||
*
|
||||
* @see SwapChain#isSRGBSwapChainSupported
|
||||
* @see View#setPostProcessingEnabled
|
||||
*/
|
||||
public static final long CONFIG_SRGB_COLORSPACE = 0x10;
|
||||
|
||||
SwapChain(long nativeSwapChain, Object surface) {
|
||||
mNativeObject = nativeSwapChain;
|
||||
mSurface = surface;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return whether createSwapChain supports the SWAP_CHAIN_CONFIG_SRGB_COLORSPACE flag.
|
||||
* The default implementation returns false.
|
||||
*
|
||||
* @param engine A reference to the filament Engine
|
||||
* @return true if SWAP_CHAIN_CONFIG_SRGB_COLORSPACE is supported, false otherwise.
|
||||
*/
|
||||
public static boolean isSRGBSwapChainSupported(@NonNull Engine engine) {
|
||||
return nIsSRGBSwapChainSupported(engine.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the native <code>Object</code> this <code>SwapChain</code> was created from or null
|
||||
* for a headless SwapChain.
|
||||
@@ -164,5 +141,4 @@ public class SwapChain {
|
||||
}
|
||||
|
||||
private static native void nSetFrameCompletedCallback(long nativeSwapChain, Object handler, Runnable callback);
|
||||
private static native boolean nIsSRGBSwapChainSupported(long nativeEngine);
|
||||
}
|
||||
|
||||
@@ -250,19 +250,7 @@ public class Texture {
|
||||
SRGB8_ALPHA8_ASTC_10x8,
|
||||
SRGB8_ALPHA8_ASTC_10x10,
|
||||
SRGB8_ALPHA8_ASTC_12x10,
|
||||
SRGB8_ALPHA8_ASTC_12x12,
|
||||
|
||||
// RGTC formats available with a GLES extension
|
||||
RED_RGTC1, // BC4 unsigned
|
||||
SIGNED_RED_RGTC1, // BC4 signed
|
||||
RED_GREEN_RGTC2, // BC5 unsigned
|
||||
SIGNED_RED_GREEN_RGTC2, // BC5 signed
|
||||
|
||||
// BPTC formats available with a GLES extension
|
||||
RGB_BPTC_SIGNED_FLOAT, // BC6H signed
|
||||
RGB_BPTC_UNSIGNED_FLOAT,// BC6H unsigned
|
||||
RGBA_BPTC_UNORM, // BC7
|
||||
SRGB_ALPHA_BPTC_UNORM // BC7 sRGB
|
||||
SRGB8_ALPHA8_ASTC_12x12
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -308,19 +296,7 @@ public class Texture {
|
||||
SRGB8_ALPHA8_ASTC_10x8,
|
||||
SRGB8_ALPHA8_ASTC_10x10,
|
||||
SRGB8_ALPHA8_ASTC_12x10,
|
||||
SRGB8_ALPHA8_ASTC_12x12,
|
||||
|
||||
// RGTC formats available with a GLES extension
|
||||
RED_RGTC1, // BC4 unsigned
|
||||
SIGNED_RED_RGTC1, // BC4 signed
|
||||
RED_GREEN_RGTC2, // BC5 unsigned
|
||||
SIGNED_RED_GREEN_RGTC2, // BC5 signed
|
||||
|
||||
// BPTC formats available with a GLES extension
|
||||
RGB_BPTC_SIGNED_FLOAT, // BC6H signed
|
||||
RGB_BPTC_UNSIGNED_FLOAT,// BC6H unsigned
|
||||
RGBA_BPTC_UNORM, // BC7
|
||||
SRGB_ALPHA_BPTC_UNORM // BC7 sRGB
|
||||
SRGB8_ALPHA8_ASTC_12x12
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
+1
-1
@@ -276,7 +276,7 @@ public class TextureSampler {
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the wrapping mode in the r (depth) direction.
|
||||
* Sets the wrapping mode in the t (depth) direction.
|
||||
* @param mode wrapping mode
|
||||
*/
|
||||
public void setWrapModeR(WrapMode mode) {
|
||||
|
||||
@@ -962,8 +962,7 @@ public class View {
|
||||
assertFloat3In(options.color);
|
||||
mFogOptions = options;
|
||||
nSetFogOptions(getNativeObject(), options.distance, options.maximumOpacity, options.height,
|
||||
options.heightFalloff, options.cutOffDistance,
|
||||
options.color[0], options.color[1], options.color[2],
|
||||
options.heightFalloff, options.color[0], options.color[1], options.color[2],
|
||||
options.density, options.inScatteringStart, options.inScatteringSize,
|
||||
options.fogColorFromIbl,
|
||||
options.enabled);
|
||||
@@ -1158,7 +1157,7 @@ public class View {
|
||||
private static native void nSetSSCTOptions(long nativeView, float ssctLightConeRad, float ssctStartTraceDistance, float ssctContactDistanceMax, float ssctIntensity, float v, float v1, float v2, float ssctDepthBias, float ssctDepthSlopeBias, int ssctSampleCount, int ssctRayCount, boolean ssctEnabled);
|
||||
private static native void nSetBloomOptions(long nativeView, long dirtNativeObject, float dirtStrength, float strength, int resolution, float anamorphism, int levels, int blendMode, boolean threshold, boolean enabled, float highlight,
|
||||
boolean lensFlare, boolean starburst, float chromaticAberration, int ghostCount, float ghostSpacing, float ghostThreshold, float haloThickness, float haloRadius, float haloThreshold);
|
||||
private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float cutOffDistance, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, boolean enabled);
|
||||
private static native void nSetFogOptions(long nativeView, float distance, float maximumOpacity, float height, float heightFalloff, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, boolean enabled);
|
||||
private static native void nSetBlendMode(long nativeView, int blendMode);
|
||||
private static native void nSetDepthOfFieldOptions(long nativeView, float cocScale, float maxApertureDiameter, boolean enabled, int filter,
|
||||
boolean nativeResolution, int foregroundRingCount, int backgroundRingCount, int fastGatherRingCount, int maxForegroundCOC, int maxBackgroundCOC);
|
||||
@@ -1393,87 +1392,48 @@ public class View {
|
||||
}
|
||||
|
||||
/**
|
||||
* Options to control large-scale fog in the scene
|
||||
* Options to control fog in the scene
|
||||
*/
|
||||
public static class FogOptions {
|
||||
/**
|
||||
* Distance in world units [m] from the camera to where the fog starts ( >= 0.0 )
|
||||
* distance in world units from the camera where the fog starts ( >= 0.0 )
|
||||
*/
|
||||
public float distance = 0.0f;
|
||||
/**
|
||||
* Distance in world units [m] after which the fog calculation is disabled.
|
||||
* This can be used to exclude the skybox, which is desirable if it already contains clouds or
|
||||
* fog. The default value is +infinity which applies the fog to everything.
|
||||
*
|
||||
* Note: The SkyBox is typically at a distance of 1e19 in world space (depending on the near
|
||||
* plane distance and projection used though).
|
||||
*/
|
||||
public float cutOffDistance = Float.POSITIVE_INFINITY;
|
||||
/**
|
||||
* fog's maximum opacity between 0 and 1
|
||||
*/
|
||||
public float maximumOpacity = 1.0f;
|
||||
/**
|
||||
* Fog's floor in world units [m]. This sets the "sea level".
|
||||
* fog's floor in world units
|
||||
*/
|
||||
public float height = 0.0f;
|
||||
/**
|
||||
* How fast the fog dissipates with altitude. heightFalloff has a unit of [1/m].
|
||||
* It can be expressed as 1/H, where H is the altitude change in world units [m] that causes a
|
||||
* factor 2.78 (e) change in fog density.
|
||||
*
|
||||
* A falloff of 0 means the fog density is constant everywhere and may result is slightly
|
||||
* faster computations.
|
||||
* how fast fog dissipates with altitude
|
||||
*/
|
||||
public float heightFalloff = 1.0f;
|
||||
/**
|
||||
* Fog's color is used for ambient light in-scattering, a good value is
|
||||
* to use the average of the ambient light, possibly tinted towards blue
|
||||
* for outdoors environments. Color component's values should be between 0 and 1, values
|
||||
* above one are allowed but could create a non energy-conservative fog (this is dependant
|
||||
* on the IBL's intensity as well).
|
||||
*
|
||||
* We assume that our fog has no absorption and therefore all the light it scatters out
|
||||
* becomes ambient light in-scattering and has lost all directionality, i.e.: scattering is
|
||||
* isotropic. This somewhat simulates Rayleigh scattering.
|
||||
*
|
||||
* This value is used as a tint instead, when fogColorFromIbl is enabled.
|
||||
*
|
||||
* @see fogColorFromIbl
|
||||
* fog's color (linear), see fogColorFromIbl
|
||||
*/
|
||||
@NonNull @Size(min = 3)
|
||||
public float[] color = {1.0f, 1.0f, 1.0f};
|
||||
public float[] color = {0.5f, 0.5f, 0.5f};
|
||||
/**
|
||||
* Extinction factor in [1/m] at altitude 'height'. The extinction factor controls how much
|
||||
* light is absorbed and out-scattered per unit of distance. Each unit of extinction reduces
|
||||
* the incoming light to 37% of its original value.
|
||||
*
|
||||
* Note: The extinction factor is related to the fog density, it's usually some constant K times
|
||||
* the density at sea level (more specifically at fog height). The constant K depends on
|
||||
* the composition of the fog/atmosphere.
|
||||
*
|
||||
* For historical reason this parameter is called `density`.
|
||||
* fog's density at altitude given by 'height'
|
||||
*/
|
||||
public float density = 0.1f;
|
||||
/**
|
||||
* Distance in world units [m] from the camera where the Sun in-scattering starts.
|
||||
* distance in world units from the camera where in-scattering starts
|
||||
*/
|
||||
public float inScatteringStart = 0.0f;
|
||||
/**
|
||||
* Very inaccurately simulates the Sun's in-scattering. That is, the light from the sun that
|
||||
* is scattered (by the fog) towards the camera.
|
||||
* Size of the Sun in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
|
||||
* Smaller values result is a larger scattering size.
|
||||
* size of in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100).
|
||||
*/
|
||||
public float inScatteringSize = -1.0f;
|
||||
/**
|
||||
* The fog color will be sampled from the IBL in the view direction and tinted by `color`.
|
||||
* Depending on the scene this can produce very convincing results.
|
||||
* This simulate a more anisotropic phase-function.
|
||||
* Fog color will be modulated by the IBL color in the view direction.
|
||||
*/
|
||||
public boolean fogColorFromIbl = false;
|
||||
/**
|
||||
* Enable or disable large-scale fog
|
||||
* enable or disable fog
|
||||
*/
|
||||
public boolean enabled = false;
|
||||
}
|
||||
@@ -1857,13 +1817,6 @@ public class View {
|
||||
* Whether to generate mipmaps for all VSM shadow maps.
|
||||
*/
|
||||
public boolean mipmapping = false;
|
||||
/**
|
||||
* The number of MSAA samples to use when rendering VSM shadow maps.
|
||||
* Must be a power-of-two and greater than or equal to 1. A value of 1 effectively turns
|
||||
* off MSAA.
|
||||
* Higher values may not be available depending on the underlying hardware.
|
||||
*/
|
||||
public int msaaSamples = 1;
|
||||
/**
|
||||
* Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits
|
||||
* precision is rarely needed, but it does reduces light leaks as well as "fading"
|
||||
|
||||
@@ -166,8 +166,6 @@ Java_com_google_android_filament_utils_AutomationEngine_nGetViewerOptions(JNIEnv
|
||||
const jfieldID cameraAperture = env->GetFieldID(klass, "cameraAperture", "F");
|
||||
const jfieldID cameraSpeed = env->GetFieldID(klass, "cameraSpeed", "F");
|
||||
const jfieldID cameraISO = env->GetFieldID(klass, "cameraISO", "F");
|
||||
const jfieldID cameraNear = env->GetFieldID(klass, "cameraNear", "F");
|
||||
const jfieldID cameraFar = env->GetFieldID(klass, "cameraFar", "F");
|
||||
const jfieldID groundShadowStrength = env->GetFieldID(klass, "groundShadowStrength", "F");
|
||||
const jfieldID groundPlaneEnabled = env->GetFieldID(klass, "groundPlaneEnabled", "Z");
|
||||
const jfieldID skyboxEnabled = env->GetFieldID(klass, "skyboxEnabled", "Z");
|
||||
@@ -179,8 +177,6 @@ Java_com_google_android_filament_utils_AutomationEngine_nGetViewerOptions(JNIEnv
|
||||
env->SetFloatField(result, cameraAperture, options.cameraAperture);
|
||||
env->SetFloatField(result, cameraSpeed, options.cameraSpeed);
|
||||
env->SetFloatField(result, cameraISO, options.cameraISO);
|
||||
env->SetFloatField(result, cameraNear, options.cameraNear);
|
||||
env->SetFloatField(result, cameraFar, options.cameraFar);
|
||||
env->SetFloatField(result, groundShadowStrength, options.groundShadowStrength);
|
||||
env->SetBooleanField(result, groundPlaneEnabled, options.groundPlaneEnabled);
|
||||
env->SetBooleanField(result, skyboxEnabled, options.skyboxEnabled);
|
||||
|
||||
-2
@@ -97,8 +97,6 @@ public class AutomationEngine {
|
||||
public float cameraAperture = 16.0f;
|
||||
public float cameraSpeed = 125.0f;
|
||||
public float cameraISO = 100.0f;
|
||||
public float cameraNear = 0.1f;
|
||||
public float cameraFar = 100.0f;
|
||||
public float groundShadowStrength = 0.75f;
|
||||
public boolean groundPlaneEnabled = false;
|
||||
public boolean skyboxEnabled = true;
|
||||
|
||||
+3
-16
@@ -27,8 +27,8 @@ import com.google.android.filament.gltfio.*
|
||||
import kotlinx.coroutines.*
|
||||
import java.nio.Buffer
|
||||
|
||||
private const val kNearPlane = 0.05f // 5 cm
|
||||
private const val kFarPlane = 1000.0f // 1 km
|
||||
private const val kNearPlane = 0.05 // 5 cm
|
||||
private const val kFarPlane = 1000.0 // 1 km
|
||||
private const val kAperture = 16f
|
||||
private const val kShutterSpeed = 1f / 125f
|
||||
private const val kSensitivity = 100f
|
||||
@@ -80,18 +80,6 @@ class ModelViewer(
|
||||
updateCameraProjection()
|
||||
}
|
||||
|
||||
var cameraNear = kNearPlane
|
||||
set(value) {
|
||||
field = value
|
||||
updateCameraProjection()
|
||||
}
|
||||
|
||||
var cameraFar = kFarPlane
|
||||
set(value) {
|
||||
field = value
|
||||
updateCameraProjection()
|
||||
}
|
||||
|
||||
val scene: Scene
|
||||
val view: View
|
||||
val camera: Camera
|
||||
@@ -380,8 +368,7 @@ class ModelViewer(
|
||||
val width = view.viewport.width
|
||||
val height = view.viewport.height
|
||||
val aspect = width.toDouble() / height.toDouble()
|
||||
camera.setLensProjection(cameraFocalLength.toDouble(), aspect,
|
||||
cameraNear.toDouble(), cameraFar.toDouble())
|
||||
camera.setLensProjection(cameraFocalLength.toDouble(), aspect, kNearPlane, kFarPlane)
|
||||
}
|
||||
|
||||
inner class SurfaceCallback : UiHelper.RendererCallback {
|
||||
|
||||
+1
-1
@@ -14,7 +14,7 @@
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
package com.google.android.filament.utils
|
||||
package com.google.android.filament.textured
|
||||
|
||||
import android.content.res.Resources
|
||||
import android.graphics.Bitmap
|
||||
|
||||
+1
-35
@@ -28,81 +28,47 @@ import com.google.android.filament.proguard.UsedByNative;
|
||||
|
||||
@UsedByNative("AssetLoader.cpp")
|
||||
public interface MaterialProvider {
|
||||
|
||||
/**
|
||||
* MaterialKey specifies the requirements for a requested glTF material.
|
||||
* The provider creates Filament materials that fulfill these requirements.
|
||||
*/
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public static class MaterialKey {
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean doubleSided;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean unlit;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasVertexColors;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasBaseColorTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasNormalTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasOcclusionTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasEmissiveTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean useSpecularGlossiness;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int alphaMode; // 0 = OPAQUE, 1 = MASK, 2 = BLEND
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean enableDiagnostics;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasMetallicRoughnessTexture; // piggybacks with specularRoughness
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int metallicRoughnessUV; // piggybacks with specularRoughness
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int baseColorUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasClearCoatTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int clearCoatUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasClearCoatRoughnessTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int clearCoatRoughnessUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasClearCoatNormalTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int clearCoatNormalUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasClearCoat;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasTransmission;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasTextureTransforms;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int emissiveUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int aoUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int normalUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasTransmissionTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int transmissionUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasSheenColorTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int sheenColorUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasSheenRoughnessTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int sheenRoughnessUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasVolumeThicknessTexture;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public int volumeThicknessUV;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasSheen;
|
||||
@UsedByNative("MaterialKey.cpp")
|
||||
public boolean hasIOR;
|
||||
|
||||
public MaterialKey() {}
|
||||
|
||||
-2
@@ -20,7 +20,6 @@ import com.google.android.filament.Engine;
|
||||
import com.google.android.filament.MaterialInstance;
|
||||
import com.google.android.filament.Material;
|
||||
import com.google.android.filament.VertexBuffer;
|
||||
import com.google.android.filament.proguard.UsedByNative;
|
||||
|
||||
import androidx.annotation.NonNull;
|
||||
import androidx.annotation.Nullable;
|
||||
@@ -95,7 +94,6 @@ public class UbershaderProvider implements MaterialProvider {
|
||||
nDestroyMaterials(mNativeObject);
|
||||
}
|
||||
|
||||
@UsedByNative("AssetLoader.cpp")
|
||||
public long getNativeObject() {
|
||||
return mNativeObject;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
GROUP=com.google.android.filament
|
||||
VERSION_NAME=1.32.3
|
||||
VERSION_NAME=1.28.2
|
||||
|
||||
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
|
||||
|
||||
@@ -22,5 +22,3 @@ android.useAndroidX=true
|
||||
com.google.android.filament.tools-dir=../../../out/release/filament
|
||||
com.google.android.filament.dist-dir=../out/android-release/filament
|
||||
com.google.android.filament.abis=all
|
||||
#com.google.android.filament.matdbg
|
||||
#com.google.android.filament.matnopt
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
#Wed Nov 17 10:40:18 PST 2021
|
||||
distributionBase=GRADLE_USER_HOME
|
||||
distributionPath=wrapper/dists
|
||||
distributionUrl=https\://services.gradle.org/distributions/gradle-7.5-bin.zip
|
||||
distributionUrl=https\://services.gradle.org/distributions/gradle-7.4-bin.zip
|
||||
zipStoreBase=GRADLE_USER_HOME
|
||||
zipStorePath=wrapper/dists
|
||||
|
||||
-2
@@ -356,8 +356,6 @@ class MainActivity : Activity() {
|
||||
automation.applySettings(modelViewer.engine, json, viewerContent)
|
||||
modelViewer.view.colorGrading = automation.getColorGrading(modelViewer.engine)
|
||||
modelViewer.cameraFocalLength = automation.viewerOptions.cameraFocalLength
|
||||
modelViewer.cameraNear = automation.viewerOptions.cameraNear
|
||||
modelViewer.cameraFar = automation.viewerOptions.cameraFar
|
||||
updateRootTransform()
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
<resources>
|
||||
<string name="app_name">Material Builder</string>
|
||||
<string name="app_name">Image-Based Lighting</string>
|
||||
</resources>
|
||||
|
||||
+15
-18
@@ -27,7 +27,6 @@ import android.view.animation.LinearInterpolator
|
||||
|
||||
import com.google.android.filament.*
|
||||
import com.google.android.filament.RenderableManager.*
|
||||
import com.google.android.filament.Renderer.ClearOptions
|
||||
import com.google.android.filament.VertexBuffer.*
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
@@ -65,6 +64,7 @@ class MainActivity : Activity() {
|
||||
private lateinit var view0: View
|
||||
private lateinit var view1: View
|
||||
private lateinit var view2: View
|
||||
private lateinit var view3: View
|
||||
private lateinit var view4: View
|
||||
// We need skybox to set the background color
|
||||
private lateinit var skybox: Skybox
|
||||
@@ -119,19 +119,15 @@ class MainActivity : Activity() {
|
||||
view0 = engine.createView()
|
||||
view1 = engine.createView()
|
||||
view2 = engine.createView()
|
||||
view3 = engine.createView()
|
||||
view4 = engine.createView()
|
||||
|
||||
view0.setName("view0");
|
||||
view1.setName("view1");
|
||||
view2.setName("view2");
|
||||
view3.setName("view3");
|
||||
view4.setName("view4");
|
||||
|
||||
// Useful for debugging issues
|
||||
// view0.isPostProcessingEnabled = false
|
||||
// view1.isPostProcessingEnabled = false
|
||||
// view2.isPostProcessingEnabled = false
|
||||
// view4.isPostProcessingEnabled = false
|
||||
|
||||
view4.blendMode = View.BlendMode.TRANSLUCENT;
|
||||
|
||||
skybox = Skybox.Builder().build(engine);
|
||||
@@ -144,11 +140,13 @@ class MainActivity : Activity() {
|
||||
view0.camera = camera
|
||||
view1.camera = camera
|
||||
view2.camera = camera
|
||||
view3.camera = camera
|
||||
view4.camera = camera
|
||||
|
||||
view0.scene = scene
|
||||
view1.scene = scene
|
||||
view2.scene = scene
|
||||
view3.scene = scene
|
||||
view4.scene = scene
|
||||
}
|
||||
|
||||
@@ -381,6 +379,7 @@ class MainActivity : Activity() {
|
||||
engine.destroyView(view0)
|
||||
engine.destroyView(view1)
|
||||
engine.destroyView(view2)
|
||||
engine.destroyView(view3)
|
||||
engine.destroyView(view4)
|
||||
engine.destroySkybox(skybox)
|
||||
engine.destroyScene(scene)
|
||||
@@ -408,18 +407,19 @@ class MainActivity : Activity() {
|
||||
// If beginFrame() returns false you should skip the frame
|
||||
// This means you are sending frames too quickly to the GPU
|
||||
if (renderer.beginFrame(swapChain!!, frameTimeNanos)) {
|
||||
scene.skybox = skybox
|
||||
skybox.setColor(0.35f, 0.35f, 0.35f, 1.0f);
|
||||
|
||||
skybox.setColor(0.035f, 0.035f, 0.035f, 1.0f);
|
||||
renderer.render(view0)
|
||||
|
||||
skybox.setColor(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
skybox.setColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
renderer.render(view1)
|
||||
|
||||
scene.skybox = null
|
||||
|
||||
skybox.setColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
renderer.render(view2)
|
||||
|
||||
skybox.setColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||
renderer.render(view3)
|
||||
|
||||
skybox.setColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
renderer.render(view4)
|
||||
|
||||
renderer.endFrame()
|
||||
@@ -433,10 +433,6 @@ class MainActivity : Activity() {
|
||||
swapChain?.let { engine.destroySwapChain(it) }
|
||||
swapChain = engine.createSwapChain(surface)
|
||||
renderer.setDisplayInfo(DisplayHelper.getDisplayInfo(surfaceView.display, Renderer.DisplayInfo()))
|
||||
renderer.clearOptions = renderer.clearOptions.apply {
|
||||
clear = true
|
||||
clearColor = floatArrayOf( 0.0f, 0.0f, 1.0f, 0.0f )
|
||||
}
|
||||
}
|
||||
|
||||
override fun onDetachedFromSurface() {
|
||||
@@ -457,6 +453,7 @@ class MainActivity : Activity() {
|
||||
view0.viewport = Viewport(0, 0, width / 2, height / 2)
|
||||
view1.viewport = Viewport(width / 2, 0, width / 2, height / 2)
|
||||
view2.viewport = Viewport(0, height / 2, width / 2, height / 2)
|
||||
view3.viewport = Viewport(width / 2, height / 2, width / 2, height / 2)
|
||||
view4.viewport = Viewport(width / 4, height / 4, width / 2, height / 2)
|
||||
}
|
||||
}
|
||||
|
||||
|
Before Width: | Height: | Size: 848 KiB After Width: | Height: | Size: 848 KiB |
@@ -22,11 +22,9 @@ function print_help {
|
||||
echo " All (and only) git-ignored files under android/ are deleted."
|
||||
echo " This is sometimes needed instead of -c (which still misses some clean steps)."
|
||||
echo " -d"
|
||||
echo " Enable matdbg."
|
||||
echo " Enable matdbg and disable material optimization."
|
||||
echo " -f"
|
||||
echo " Always invoke CMake before incremental builds."
|
||||
echo " -g"
|
||||
echo " Disable material optimization."
|
||||
echo " -i"
|
||||
echo " Install build output"
|
||||
echo " -m"
|
||||
@@ -58,9 +56,6 @@ function print_help {
|
||||
echo " When building for Android, also build select sample APKs."
|
||||
echo " sampleN is an Android sample, e.g., sample-gltf-viewer."
|
||||
echo " This automatically performs a partial desktop build and install."
|
||||
echo " -b"
|
||||
echo " Enable Address and Undefined Behavior Sanitizers (asan/ubsan) for debugging."
|
||||
echo " This is only for the desktop build."
|
||||
echo ""
|
||||
echo "Build types:"
|
||||
echo " release"
|
||||
@@ -167,11 +162,6 @@ EGL_ON_LINUX_OPTION="-DFILAMENT_SUPPORTS_EGL_ON_LINUX=OFF"
|
||||
MATDBG_OPTION="-DFILAMENT_ENABLE_MATDBG=OFF"
|
||||
MATDBG_GRADLE_OPTION=""
|
||||
|
||||
MATOPT_OPTION=""
|
||||
MATOPT_GRADLE_OPTION=""
|
||||
|
||||
ASAN_UBSAN_OPTION=""
|
||||
|
||||
IOS_BUILD_SIMULATOR=false
|
||||
BUILD_UNIVERSAL_LIBRARIES=false
|
||||
|
||||
@@ -231,8 +221,6 @@ function build_desktop_target {
|
||||
${SWIFTSHADER_OPTION} \
|
||||
${EGL_ON_LINUX_OPTION} \
|
||||
${MATDBG_OPTION} \
|
||||
${MATOPT_OPTION} \
|
||||
${ASAN_UBSAN_OPTION} \
|
||||
${deployment_target} \
|
||||
${architectures} \
|
||||
../..
|
||||
@@ -359,7 +347,6 @@ function build_android_target {
|
||||
-DCMAKE_INSTALL_PREFIX="../android-${lc_target}/filament" \
|
||||
-DCMAKE_TOOLCHAIN_FILE="../../build/toolchain-${arch}-linux-android.cmake" \
|
||||
${MATDBG_OPTION} \
|
||||
${MATOPT_OPTION} \
|
||||
${VULKAN_ANDROID_OPTION} \
|
||||
../..
|
||||
fi
|
||||
@@ -476,7 +463,6 @@ function build_android {
|
||||
-Pcom.google.android.filament.abis=${ABI_GRADLE_OPTION} \
|
||||
${VULKAN_ANDROID_GRADLE_OPTION} \
|
||||
${MATDBG_GRADLE_OPTION} \
|
||||
${MATOPT_GRADLE_OPTION} \
|
||||
:filament-android:assembleDebug \
|
||||
:gltfio-android:assembleDebug \
|
||||
:filament-utils-android:assembleDebug
|
||||
@@ -524,7 +510,6 @@ function build_android {
|
||||
-Pcom.google.android.filament.abis=${ABI_GRADLE_OPTION} \
|
||||
${VULKAN_ANDROID_GRADLE_OPTION} \
|
||||
${MATDBG_GRADLE_OPTION} \
|
||||
${MATOPT_GRADLE_OPTION} \
|
||||
:filament-android:assembleRelease \
|
||||
:gltfio-android:assembleRelease \
|
||||
:filament-utils-android:assembleRelease
|
||||
@@ -591,7 +576,6 @@ function build_ios_target {
|
||||
-DIOS=1 \
|
||||
-DCMAKE_TOOLCHAIN_FILE=../../third_party/clang/iOS.cmake \
|
||||
${MATDBG_OPTION} \
|
||||
${MATOPT_OPTION} \
|
||||
../..
|
||||
fi
|
||||
|
||||
@@ -756,7 +740,7 @@ function run_tests {
|
||||
|
||||
pushd "$(dirname "$0")" > /dev/null
|
||||
|
||||
while getopts ":hacCfijmp:q:uvslwtedk:b" opt; do
|
||||
while getopts ":hacCfijmp:q:uvslwtedk:" opt; do
|
||||
case ${opt} in
|
||||
h)
|
||||
print_help
|
||||
@@ -774,16 +758,12 @@ while getopts ":hacCfijmp:q:uvslwtedk:b" opt; do
|
||||
;;
|
||||
d)
|
||||
PRINT_MATDBG_HELP=true
|
||||
MATDBG_OPTION="-DFILAMENT_ENABLE_MATDBG=ON, -DFILAMENT_BUILD_FILAMAT=ON"
|
||||
MATDBG_OPTION="-DFILAMENT_ENABLE_MATDBG=ON, -DFILAMENT_DISABLE_MATOPT=ON, -DFILAMENT_BUILD_FILAMAT=ON"
|
||||
MATDBG_GRADLE_OPTION="-Pcom.google.android.filament.matdbg"
|
||||
;;
|
||||
f)
|
||||
ISSUE_CMAKE_ALWAYS=true
|
||||
;;
|
||||
g)
|
||||
MATOPT_OPTION="-DFILAMENT_DISABLE_MATOPT=ON"
|
||||
MATOPT_GRADLE_OPTION="-Pcom.google.android.filament.matnopt"
|
||||
;;
|
||||
i)
|
||||
INSTALL_COMMAND=install
|
||||
;;
|
||||
@@ -883,9 +863,6 @@ while getopts ":hacCfijmp:q:uvslwtedk:b" opt; do
|
||||
BUILD_ANDROID_SAMPLES=true
|
||||
ANDROID_SAMPLES=$(echo "${OPTARG}" | tr ',' '\n')
|
||||
;;
|
||||
b) ASAN_UBSAN_OPTION="-DFILAMENT_ENABLE_ASAN_UBSAN=ON"
|
||||
echo "Enabled ASAN/UBSAN"
|
||||
;;
|
||||
\?)
|
||||
echo "Invalid option: -${OPTARG}" >&2
|
||||
echo ""
|
||||
|
||||
@@ -44,10 +44,6 @@ FILAMENT_HEADERS="$1"
|
||||
includes=()
|
||||
pushd "$FILAMENT_HEADERS" >/dev/null
|
||||
for f in $(find . -name '*.h'); do
|
||||
# Ignore platform headers. These may contain platform-specific includes.
|
||||
if [[ "$f" == *backend/platforms/* ]]; then
|
||||
continue
|
||||
fi
|
||||
include_path="${f#./}" # strip leading ./
|
||||
includes+=("${include_path}")
|
||||
done
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
setuptools==40.6.2
|
||||
wheel==0.37.1
|
||||
certifi==2021.10.8
|
||||
cffi==1.15.0
|
||||
charset-normalizer==2.0.12
|
||||
Deprecated==1.2.13
|
||||
idna==3.3
|
||||
pycparser==2.21
|
||||
PyGithub==1.55
|
||||
PyJWT==2.4.0
|
||||
PyNaCl==1.5.0
|
||||
requests==2.27.1
|
||||
urllib3==1.26.9
|
||||
wrapt==1.14.0
|
||||
Executable
+93
@@ -0,0 +1,93 @@
|
||||
# Copyright (C) 2019 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.
|
||||
|
||||
|
||||
# requirements.txt created via:
|
||||
#
|
||||
# pip3 install virtualenv
|
||||
# python3 -m venv env
|
||||
# pip3 install PyGithub
|
||||
# pip3 install wheel
|
||||
# --all includes wheel and setuputils, which is needed for GitHub Actions
|
||||
# pip3 freeze --all > requirements.txt
|
||||
# Manually move 'setuptools' and 'wheel' lines to the beginning of the file.
|
||||
# Manually remove the 'pip' line.
|
||||
#
|
||||
# Requirements are installed in GitHub Actions via:
|
||||
# xargs -L 1 sudo pip3 install < build/common/requirements.txt
|
||||
# xargs must be used because the ordering of the dependencies matters (namely, setuptools).
|
||||
# sudo must be used to uninstall non-matching versions of packages.
|
||||
# pip is removed to avoid conflicts with the pre-installed pip version on Actions.
|
||||
# This technique does not work with Windows, unfortunately.
|
||||
|
||||
from github import Github
|
||||
import os, sys
|
||||
|
||||
def print_usage():
|
||||
print('Upload assets to a Filament GitHub release.')
|
||||
print()
|
||||
print('Usage:')
|
||||
print(' upload-assets.py <tag> <asset>...')
|
||||
print()
|
||||
print('Notes:')
|
||||
print(' The GitHub release must already be created prior to running this script. This is typically done')
|
||||
print(' through the GitHub web UI.')
|
||||
print()
|
||||
print(' <tag> is the Git tag for the desired release to attach assets to, for example, "v1.4.2".')
|
||||
print()
|
||||
print(' <asset> is a path to the asset file to upload. The file name will be used as the name of the')
|
||||
print(' asset.')
|
||||
print()
|
||||
print(' The GITHUB_API_KEY environment variable must be set to a valid authentication token for a')
|
||||
print(' collaborator account of the Filament repository.')
|
||||
|
||||
# The first argument is the path to this script.
|
||||
if len(sys.argv) < 3:
|
||||
print_usage()
|
||||
sys.exit(1)
|
||||
|
||||
tag = sys.argv[1]
|
||||
assets = sys.argv[2:]
|
||||
|
||||
authentication_token = os.environ.get('GITHUB_API_KEY')
|
||||
if not authentication_token:
|
||||
sys.stderr.write('Error: the GITHUB_API_KEY is not set.\n')
|
||||
sys.exit(1)
|
||||
|
||||
g = Github(authentication_token)
|
||||
|
||||
FILAMENT_REPO = "google/filament"
|
||||
filament = g.get_repo(FILAMENT_REPO)
|
||||
|
||||
def find_release_from_tag(repo, tag):
|
||||
""" Find a release in the repo for the given Git tag string. """
|
||||
releases = repo.get_releases()
|
||||
for r in releases:
|
||||
if r.tag_name == tag:
|
||||
return r
|
||||
return None
|
||||
|
||||
release = find_release_from_tag(filament, tag)
|
||||
if not release:
|
||||
sys.stderr.write(f"Error: Could not find release with tag '{tag}'.\n")
|
||||
sys.exit(1)
|
||||
|
||||
print(f"Found release with tag '{tag}'.")
|
||||
|
||||
for asset_path in assets:
|
||||
sys.stdout.write(f'Uploding asset: {asset_path}... ')
|
||||
asset_name = os.path.basename(asset_path)
|
||||
asset = release.upload_asset(asset_path, name=asset_name)
|
||||
if asset:
|
||||
sys.stdout.write('Success!\n')
|
||||
@@ -1,78 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2022 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.
|
||||
*/
|
||||
|
||||
const uploadReleaseAssets = async ({github, context}, assetPathsToUpload, releaseTag) => {
|
||||
const fs = require('fs/promises');
|
||||
const path = require('path');
|
||||
|
||||
const filesToUpload = assetPathsToUpload.map(assetPath => ({
|
||||
buffer: fs.readFile(assetPath),
|
||||
assetName: path.basename(assetPath)
|
||||
}));
|
||||
|
||||
const findReleaseMatchingTag = async tag => {
|
||||
const { data: releases } = await github.rest.repos.listReleases(context.repo);
|
||||
const release = releases.find(release => release.tag_name === releaseTag);
|
||||
if (!release) {
|
||||
throw new Error(`Could not locate release with tag '${releaseTag}'`);
|
||||
}
|
||||
return release;
|
||||
};
|
||||
|
||||
const release = await findReleaseMatchingTag(releaseTag);
|
||||
|
||||
console.log(`Found release named '${release.name}' matching tag '${release.tag_name}'.`);
|
||||
|
||||
const uploadPromises = [];
|
||||
for (const file of filesToUpload) {
|
||||
console.log(`Uploading asset ${file.assetName}.`);
|
||||
const p = github.rest.repos.uploadReleaseAsset({
|
||||
...context.repo,
|
||||
release_id: release.id,
|
||||
name: file.assetName,
|
||||
data: await file.buffer
|
||||
});
|
||||
uploadPromises.push(p);
|
||||
}
|
||||
|
||||
await Promise.all(uploadPromises);
|
||||
console.log("Done!");
|
||||
}
|
||||
|
||||
module.exports = uploadReleaseAssets;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// To test this script locally, uncomment the code below and run:
|
||||
//
|
||||
// npm install
|
||||
// node index.js
|
||||
|
||||
// const { Octokit } = require("@octokit/rest");
|
||||
// const glob = require("@actions/glob");
|
||||
// (async () => {
|
||||
// const github = new Octokit({
|
||||
// auth: "" // <-- paste GitHub auth token here
|
||||
// });
|
||||
// const context = {
|
||||
// repo: {
|
||||
// owner: "bejado",
|
||||
// repo: "filament",
|
||||
// },
|
||||
// };
|
||||
// const globber = await glob.create('*.txt');
|
||||
// await uploadReleaseAssets({ github, context }, await globber.glob(), 'vtest-28');
|
||||
// })();
|
||||
-546
@@ -1,546 +0,0 @@
|
||||
{
|
||||
"name": "upload-release-assets",
|
||||
"version": "1.0.0",
|
||||
"lockfileVersion": 2,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"version": "1.0.0",
|
||||
"license": "Apache-2.0",
|
||||
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||||
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||||
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||||
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||||
"uuid": "^8.3.2"
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||||
}
|
||||
},
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"version": "0.3.0",
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"minimatch": "^3.0.4"
|
||||
}
|
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},
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"node_modules/@actions/http-client": {
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"version": "2.0.1",
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"tunnel": "^0.0.6"
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}
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"node_modules/@octokit/auth-token": {
|
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"version": "3.0.2",
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"@octokit/types": "^8.0.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 14"
|
||||
}
|
||||
},
|
||||
"node_modules/@octokit/core": {
|
||||
"version": "4.1.0",
|
||||
"resolved": "https://registry.npmjs.org/@octokit/core/-/core-4.1.0.tgz",
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||||
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|
||||
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|
||||
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|
||||
"@octokit/request": "^6.0.0",
|
||||
"@octokit/request-error": "^3.0.0",
|
||||
"@octokit/types": "^8.0.0",
|
||||
"before-after-hook": "^2.2.0",
|
||||
"universal-user-agent": "^6.0.0"
|
||||
},
|
||||
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|
||||
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|
||||
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"universal-user-agent": "^6.0.0"
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},
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"engines": {
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"node": ">= 14"
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||||
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|
||||
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|
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|
||||
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|
||||
}
|
||||
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|
||||
"node_modules/@octokit/plugin-request-log": {
|
||||
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|
||||
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|
||||
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|
||||
"node_modules/@octokit/plugin-rest-endpoint-methods": {
|
||||
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||||
},
|
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"engines": {
|
||||
"node": ">= 14"
|
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|
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
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|
||||
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|
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}
|
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@@ -1,15 +0,0 @@
|
||||
{
|
||||
"name": "upload-release-assets",
|
||||
"version": "1.0.0",
|
||||
"description": "Upload Filament release assets",
|
||||
"main": "index.js",
|
||||
"scripts": {
|
||||
"test": "echo \"Error: no test specified\" && exit 1"
|
||||
},
|
||||
"author": "Google",
|
||||
"license": "Apache-2.0",
|
||||
"dependencies": {
|
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"@actions/glob": "^0.3.0",
|
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"@octokit/rest": "^19.0.5"
|
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}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
#!/bin/bash
|
||||
|
||||
# version of clang we want to use
|
||||
GITHUB_CLANG_VERSION=14
|
||||
GITHUB_CLANG_VERSION=8
|
||||
# version of CMake to use instead of the default one
|
||||
CMAKE_VERSION=3.19.5
|
||||
# version of ninja to use
|
||||
|
||||
+2
-2
File diff suppressed because one or more lines are too long
@@ -2016,7 +2016,7 @@ I(f(n, v, \alpha)) \equiv \frac{1}{N}\sum_{\forall \, i \in image} f(l_i,
|
||||
\end{equation}$$
|
||||
|
||||
However, in practice we're using _importance sampling_ which needs to take the $pdf$ of the distribution
|
||||
into account and adds a term $\frac{4\left<\VoH\right>}{D(h_i, \alpha)\left<\NoH\right>}$.
|
||||
into account and adds a term $\frac{\left<\VoH\right>}{D(h_i, \alpha)\left<\NoH\right>}$.
|
||||
See Importance Sampling For The IBL section:
|
||||
|
||||
$$\begin{equation}\label{iblImportanceSampling}
|
||||
@@ -3486,15 +3486,15 @@ The _important direction samples_ $l_i$ are calculated as the reflection of $v$
|
||||
**do not** have the same PDF as $h_i$. The PDF of a transformed distribution is given by:
|
||||
|
||||
$$\begin{equation}
|
||||
p(T_r(x)) = p(x) |J(T_r)|^{-1}
|
||||
p(T_r(x)) = p(x) |J(T_r)|
|
||||
\end{equation}$$
|
||||
|
||||
Where $|J(T_r)|$ is the determinant of the Jacobian of the transform. In our case we're considering
|
||||
the transform from $h_i$ to $l_i$ and the determinant of its Jacobian is given in \ref{iblPDF}.
|
||||
|
||||
$$\begin{equation}\label{iblPDF}
|
||||
p(l,v,\Theta) = D(h,\alpha) \left< \NoH \right> |J_{h \rightarrow l}|^{-1} \\
|
||||
|J_{h \rightarrow l}| = 4 \left< \VoH \right>
|
||||
p(l,v,\Theta) = D(h,\alpha) \left< \NoH \right> |J_{h \rightarrow l}| \\
|
||||
|J_{h \rightarrow l}| = \frac{1}{4 \left< \VoH \right>}
|
||||
\end{equation}$$
|
||||
|
||||
### Choosing important directions
|
||||
@@ -3821,7 +3821,7 @@ Since $\left< cos \theta \right>$ does not depend on $\phi$ (azimuthal independe
|
||||
|
||||
$$\begin{align*}
|
||||
C^0_l &= 2\pi \int_0^{\pi} \left< cos \theta \right> y^0_l(\theta) sin \theta d\theta \\
|
||||
C^0_l &= 2\pi K^m_l \int_0^{\frac{\pi}{2}} P^0_l(cos \theta) cos \theta sin \theta d\theta \\
|
||||
C^0_l &= 2\pi K^)_l \int_0^{\frac{\pi}{2}} P^0_l(cos \theta) cos \theta sin \theta d\theta \\
|
||||
C^m_l &= 0, m != 0
|
||||
\end{align*}$$
|
||||
|
||||
|
||||
+33
-69
@@ -109,17 +109,16 @@ counter-increment: h6;margin-right:10px}
|
||||
<a href="#materialdefinitions/materialblock/rasterization:depthwrite" class="level3"><span class="tocNumber">4.2.22 </span>Rasterization: depthWrite</a><br>
|
||||
<a href="#materialdefinitions/materialblock/rasterization:depthculling" class="level3"><span class="tocNumber">4.2.23 </span>Rasterization: depthCulling</a><br>
|
||||
<a href="#materialdefinitions/materialblock/rasterization:doublesided" class="level3"><span class="tocNumber">4.2.24 </span>Rasterization: doubleSided</a><br>
|
||||
<a href="#materialdefinitions/materialblock/rasterization:alphatocoverage" class="level3"><span class="tocNumber">4.2.25 </span>Rasterization: alphaToCoverage</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:reflections" class="level3"><span class="tocNumber">4.2.26 </span>Lighting: reflections</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:shadowmultiplier" class="level3"><span class="tocNumber">4.2.27 </span>Lighting: shadowMultiplier</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:transparentshadow" class="level3"><span class="tocNumber">4.2.28 </span>Lighting: transparentShadow</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:clearcoatiorchange" class="level3"><span class="tocNumber">4.2.29 </span>Lighting: clearCoatIorChange</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:multibounceambientocclusion" class="level3"><span class="tocNumber">4.2.30 </span>Lighting: multiBounceAmbientOcclusion</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:specularambientocclusion" class="level3"><span class="tocNumber">4.2.31 </span>Lighting: specularAmbientOcclusion</a><br>
|
||||
<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasing" class="level3"><span class="tocNumber">4.2.32 </span>Anti-aliasing: specularAntiAliasing</a><br>
|
||||
<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasingvariance" class="level3"><span class="tocNumber">4.2.33 </span>Anti-aliasing: specularAntiAliasingVariance</a><br>
|
||||
<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasingthreshold" class="level3"><span class="tocNumber">4.2.34 </span>Anti-aliasing: specularAntiAliasingThreshold</a><br>
|
||||
<a href="#materialdefinitions/materialblock/shading:customsurfaceshading" class="level3"><span class="tocNumber">4.2.35 </span>Shading: customSurfaceShading</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:reflections" class="level3"><span class="tocNumber">4.2.25 </span>Lighting: reflections</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:shadowmultiplier" class="level3"><span class="tocNumber">4.2.26 </span>Lighting: shadowMultiplier</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:transparentshadow" class="level3"><span class="tocNumber">4.2.27 </span>Lighting: transparentShadow</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:clearcoatiorchange" class="level3"><span class="tocNumber">4.2.28 </span>Lighting: clearCoatIorChange</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:multibounceambientocclusion" class="level3"><span class="tocNumber">4.2.29 </span>Lighting: multiBounceAmbientOcclusion</a><br>
|
||||
<a href="#materialdefinitions/materialblock/lighting:specularambientocclusion" class="level3"><span class="tocNumber">4.2.30 </span>Lighting: specularAmbientOcclusion</a><br>
|
||||
<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasing" class="level3"><span class="tocNumber">4.2.31 </span>Anti-aliasing: specularAntiAliasing</a><br>
|
||||
<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasingvariance" class="level3"><span class="tocNumber">4.2.32 </span>Anti-aliasing: specularAntiAliasingVariance</a><br>
|
||||
<a href="#materialdefinitions/materialblock/anti-aliasing:specularantialiasingthreshold" class="level3"><span class="tocNumber">4.2.33 </span>Anti-aliasing: specularAntiAliasingThreshold</a><br>
|
||||
<a href="#materialdefinitions/materialblock/shading:customsurfaceshading" class="level3"><span class="tocNumber">4.2.34 </span>Shading: customSurfaceShading</a><br>
|
||||
<a href="#materialdefinitions/vertexblock" class="level2"><span class="tocNumber">4.3 </span>Vertex block</a><br>
|
||||
<a href="#materialdefinitions/vertexblock/materialvertexinputs" class="level3"><span class="tocNumber">4.3.1 </span>Material vertex inputs</a><br>
|
||||
<a href="#materialdefinitions/vertexblock/customvertexattributes" class="level3"><span class="tocNumber">4.3.2 </span>Custom vertex attributes</a><br>
|
||||
@@ -779,7 +778,7 @@ and with (right)</span></center></div></center>
|
||||
|
||||
The <code>bentNormal</code> property defines the average unoccluded direction at a point on the surface. It is
|
||||
used to improve the accuracy of indirect lighting. Bent normals can also improve the quality of
|
||||
specular ambient occlusion (see section <a href="#toc4.2.31">4.2.31</a> about
|
||||
specular ambient occlusion (see section <a href="#toc4.2.30">4.2.30</a> about
|
||||
<code>specularAmbientOcclusion</code>).
|
||||
|
||||
</p><p>
|
||||
@@ -1839,11 +1838,7 @@ non-shader data.
|
||||
ALPHA_TO_COVERAGE is enabled for non-translucent views. See the maskThreshold section for more
|
||||
information.</li></ul>
|
||||
|
||||
<p></p></dd></dl><div class="admonition note">When <code>blending</code> is set to <code>masked</code>, alpha to coverage is automatically enabled for the material.
|
||||
If this behavior is undesirable, refer to the <a href="#rasterization:alphatocoverage">Rasterization: alphaToCoverage</a> section to turn
|
||||
alpha to coverage off using the <code>alphaToCoverage</code> property.</div>
|
||||
|
||||
<p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<p></p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<span class="line"> blending : transparent</span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="blendingandtransparency:postlightingblending"> </a><a class="target" name="materialdefinitions/materialblock/blendingandtransparency:postlightingblending"> </a><a class="target" name="toc4.2.15"> </a><h3>Blending and transparency: postLightingBlending</h3>
|
||||
@@ -2059,34 +2054,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
|
||||
<span class="line"> material.baseColor = materialParams.albedo;</span>
|
||||
<span class="line"> }</span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="rasterization:alphatocoverage"> </a><a class="target" name="materialdefinitions/materialblock/rasterization:alphatocoverage"> </a><a class="target" name="toc4.2.25"> </a><h3>Rasterization: alphaToCoverage</h3>
|
||||
<p>
|
||||
|
||||
|
||||
</p><dl><dt>Type</dt><dd><p> <code>boolean</code>
|
||||
|
||||
</p></dd><dt>Value</dt><dd><p> <code>true</code> or <code>false</code>. Defaults to <code>false</code>.
|
||||
|
||||
</p></dd><dt>Description</dt><dd><p> Enables or disables alpha to coverage. When alpha to coverage is enabled, the coverage of
|
||||
fragment is derived from its alpha. This property is only meaningful when MSAA is enabled.
|
||||
Note: setting <code>blending</code> to <code>masked</code> automatically enables alpha to coverage. If this is not
|
||||
desired, you can override this behavior by setting alpha to coverage to false as in the
|
||||
example below.
|
||||
|
||||
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<span class="line"> name : <span class="hljs-string">"Alpha to coverage"</span>,</span>
|
||||
<span class="line"> shadingModel : lit,</span>
|
||||
<span class="line"> blending : masked,</span>
|
||||
<span class="line"> alphaToCoverage : <span class="hljs-literal">false</span></span>
|
||||
<span class="line">}</span>
|
||||
<span class="line"></span>
|
||||
<span class="line">fragment {</span>
|
||||
<span class="line"> void material(inout MaterialInputs material) {</span>
|
||||
<span class="line"> prepareMaterial(material);</span>
|
||||
<span class="line"> material.baseColor = materialParams.albedo;</span>
|
||||
<span class="line"> }</span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="lighting:reflections"> </a><a class="target" name="materialdefinitions/materialblock/lighting:reflections"> </a><a class="target" name="toc4.2.26"> </a><h3>Lighting: reflections</h3>
|
||||
<a class="target" name="lighting:reflections"> </a><a class="target" name="materialdefinitions/materialblock/lighting:reflections"> </a><a class="target" name="toc4.2.25"> </a><h3>Lighting: reflections</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2103,7 +2071,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
|
||||
<span class="line"> name : <span class="hljs-string">"Glossy metal"</span>,</span>
|
||||
<span class="line"> reflections : screenspace</span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="lighting:shadowmultiplier"> </a><a class="target" name="materialdefinitions/materialblock/lighting:shadowmultiplier"> </a><a class="target" name="toc4.2.27"> </a><h3>Lighting: shadowMultiplier</h3>
|
||||
<a class="target" name="lighting:shadowmultiplier"> </a><a class="target" name="materialdefinitions/materialblock/lighting:shadowmultiplier"> </a><a class="target" name="toc4.2.26"> </a><h3>Lighting: shadowMultiplier</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2130,7 +2098,7 @@ and sorting issues are minimized or eliminated</span></center></div></center>
|
||||
<span class="line"> material.baseColor = vec4(0.0, 0.0, 0.0, 0.7);</span>
|
||||
<span class="line"> }</span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="lighting:transparentshadow"> </a><a class="target" name="materialdefinitions/materialblock/lighting:transparentshadow"> </a><a class="target" name="toc4.2.28"> </a><h3>Lighting: transparentShadow</h3>
|
||||
<a class="target" name="lighting:transparentshadow"> </a><a class="target" name="materialdefinitions/materialblock/lighting:transparentshadow"> </a><a class="target" name="toc4.2.27"> </a><h3>Lighting: transparentShadow</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2164,7 +2132,7 @@ radius of 4. Model <a href="https://sketchfab.com/3d-models/bottle-of-water-48fd
|
||||
by <a href="https://sketchfab.com/person-x">T-Art</a>.</span></center></div></center>
|
||||
|
||||
<p></p>
|
||||
<a class="target" name="lighting:clearcoatiorchange"> </a><a class="target" name="materialdefinitions/materialblock/lighting:clearcoatiorchange"> </a><a class="target" name="toc4.2.29"> </a><h3>Lighting: clearCoatIorChange</h3>
|
||||
<a class="target" name="lighting:clearcoatiorchange"> </a><a class="target" name="materialdefinitions/materialblock/lighting:clearcoatiorchange"> </a><a class="target" name="toc4.2.28"> </a><h3>Lighting: clearCoatIorChange</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2186,7 +2154,7 @@ with <code>clearCoatIorChange</code> enabled (left) and disabled
|
||||
(right).</span></center></div></center>
|
||||
|
||||
<p></p>
|
||||
<a class="target" name="lighting:multibounceambientocclusion"> </a><a class="target" name="materialdefinitions/materialblock/lighting:multibounceambientocclusion"> </a><a class="target" name="toc4.2.30"> </a><h3>Lighting: multiBounceAmbientOcclusion</h3>
|
||||
<a class="target" name="lighting:multibounceambientocclusion"> </a><a class="target" name="materialdefinitions/materialblock/lighting:multibounceambientocclusion"> </a><a class="target" name="toc4.2.29"> </a><h3>Lighting: multiBounceAmbientOcclusion</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2215,7 +2183,7 @@ occclusion enabled (left) and disabled (right).</span></center></div></center>
|
||||
occclusion enabled and disabled.</span></center></div></center>
|
||||
|
||||
<p></p>
|
||||
<a class="target" name="lighting:specularambientocclusion"> </a><a class="target" name="materialdefinitions/materialblock/lighting:specularambientocclusion"> </a><a class="target" name="toc4.2.31"> </a><h3>Lighting: specularAmbientOcclusion</h3>
|
||||
<a class="target" name="lighting:specularambientocclusion"> </a><a class="target" name="materialdefinitions/materialblock/lighting:specularambientocclusion"> </a><a class="target" name="toc4.2.30"> </a><h3>Lighting: specularAmbientOcclusion</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2241,7 +2209,7 @@ occclusion enabled and disabled.</span></center></div></center>
|
||||
particularly visible under the hose.</span></center></div></center>
|
||||
|
||||
<p></p>
|
||||
<a class="target" name="anti-aliasing:specularantialiasing"> </a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasing"> </a><a class="target" name="toc4.2.32"> </a><h3>Anti-aliasing: specularAntiAliasing</h3>
|
||||
<a class="target" name="anti-aliasing:specularantialiasing"> </a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasing"> </a><a class="target" name="toc4.2.31"> </a><h3>Anti-aliasing: specularAntiAliasing</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2258,7 +2226,7 @@ particularly visible under the hose.</span></center></div></center>
|
||||
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<span class="line"> specularAntiAliasing : <span class="hljs-literal">true</span></span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="anti-aliasing:specularantialiasingvariance"> </a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasingvariance"> </a><a class="target" name="toc4.2.33"> </a><h3>Anti-aliasing: specularAntiAliasingVariance</h3>
|
||||
<a class="target" name="anti-aliasing:specularantialiasingvariance"> </a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasingvariance"> </a><a class="target" name="toc4.2.32"> </a><h3>Anti-aliasing: specularAntiAliasingVariance</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2273,7 +2241,7 @@ particularly visible under the hose.</span></center></div></center>
|
||||
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<span class="line"> specularAntiAliasingVariance : <span class="hljs-number">0.2</span></span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="anti-aliasing:specularantialiasingthreshold"> </a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasingthreshold"> </a><a class="target" name="toc4.2.34"> </a><h3>Anti-aliasing: specularAntiAliasingThreshold</h3>
|
||||
<a class="target" name="anti-aliasing:specularantialiasingthreshold"> </a><a class="target" name="materialdefinitions/materialblock/anti-aliasing:specularantialiasingthreshold"> </a><a class="target" name="toc4.2.33"> </a><h3>Anti-aliasing: specularAntiAliasingThreshold</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2287,7 +2255,7 @@ particularly visible under the hose.</span></center></div></center>
|
||||
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<span class="line"> specularAntiAliasingThreshold : <span class="hljs-number">0.1</span></span>
|
||||
<span class="line">}</span></code></pre>
|
||||
<a class="target" name="shading:customsurfaceshading"> </a><a class="target" name="materialdefinitions/materialblock/shading:customsurfaceshading"> </a><a class="target" name="toc4.2.35"> </a><h3>Shading: customSurfaceShading</h3>
|
||||
<a class="target" name="shading:customsurfaceshading"> </a><a class="target" name="materialdefinitions/materialblock/shading:customsurfaceshading"> </a><a class="target" name="toc4.2.34"> </a><h3>Shading: customSurfaceShading</h3>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -2367,9 +2335,8 @@ APIs listed in the <a href="#shaderpublicapis">Shader public APIs</a> section.
|
||||
<p></p><p>
|
||||
|
||||
To achieve good precision, the <code>worldPosition</code> coordinate in the vertex shader is shifted by the
|
||||
camera position. To get the true world-space position, users can use
|
||||
<code>getUserWorldPosition()</code>, however be aware that the true world-position might not
|
||||
be able to fit in a <code>float</code> or might be represented with severely reduced precision.</p></div>
|
||||
camera position. To get the true world-space position, users can add this to
|
||||
<code>getWorldOffset()</code>.</p></div>
|
||||
|
||||
<p></p><p>
|
||||
|
||||
@@ -2740,13 +2707,12 @@ type aliases:
|
||||
<p>
|
||||
|
||||
</p><div class="table"><table class="table"><tbody><tr><th style="text-align:left"> Name </th><th style="text-align:center"> Type </th><th style="text-align:left"> Description </th></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getResolution()</strong> </td><td style="text-align:center"> float4 </td><td style="text-align:left"> Dimensions of the view's effective (physical) viewport in pixels: <code>width</code>, <code>height</code>, <code>1 / width</code>, <code>1 / height</code>. This might be different from <code>View::getViewport()</code> for instance because of added rendering guard-bands. </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldCameraPosition()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Position of the camera/eye in world space (see note below) </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldOffset()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> [deprecated] The shift required to obtain API-level world space. Use getUserWorldPosition() instead </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getUserWorldFromWorldMatrix()</strong> </td><td style="text-align:center"> float4×4 </td><td style="text-align:left"> Matrix that converts from world space to API-level (user) world space. </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getResolution()</strong> </td><td style="text-align:center"> float4 </td><td style="text-align:left"> Dimensions of the view's effective viewport in pixels: <code>width</code>, <code>height</code>, <code>1 / width</code>, <code>1 / height</code>. This might be different from <code>View::getViewport()</code> for instance because of added rendering guard-bands. This can be used in conjunction with <code>getNormalizedViewportCoord()</code> to generate pixel coordinates. </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldCameraPosition()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Position of the camera/eye in world space </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldOffset()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> The shift required to obtain API-level world space </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getTime()</strong> </td><td style="text-align:center"> float </td><td style="text-align:left"> Current time as a remainder of 1 second. Yields a value between 0 and 1 </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getUserTime()</strong> </td><td style="text-align:center"> float4 </td><td style="text-align:left"> Current time in seconds: <code>time</code>, <code>(double)time - time</code>, <code>0</code>, <code>0</code> </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getUserTimeMod(float m)</strong> </td><td style="text-align:center"> float </td><td style="text-align:left"> Current time modulo m in seconds </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getUserTimeMode(float m)</strong> </td><td style="text-align:center"> float </td><td style="text-align:left"> Current time modulo m in seconds </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getExposure()</strong> </td><td style="text-align:center"> float </td><td style="text-align:left"> Photometric exposure of the camera </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getEV100()</strong> </td><td style="text-align:center"> float </td><td style="text-align:left"> <a href="https://en.wikipedia.org/wiki/Exposure_value">Exposure value at ISO 100</a> of the camera </td></tr>
|
||||
</tbody></table></div>
|
||||
@@ -2759,7 +2725,7 @@ type aliases:
|
||||
|
||||
To achieve good precision, the “world space” in Filament's shading system does not necessarily
|
||||
match the API-level world space. To obtain the position of the API-level camera, custom
|
||||
materials can use <code>getUserWorldFromWorldMatrix()</code> to transform <code>getWorldCameraPosition()</code>.</p></div>
|
||||
materials can add <code>getWorldOffset()</code> to <code>getWorldCameraPosition()</code>.</p></div>
|
||||
|
||||
<p></p>
|
||||
<a class="target" name="vertexonly"> </a><a class="target" name="materialdefinitions/shaderpublicapis/vertexonly"> </a><a class="target" name="toc4.5.5"> </a><h3>Vertex only</h3>
|
||||
@@ -2784,12 +2750,11 @@ The following APIs are only available from the fragment block:
|
||||
</p><div class="table"><table class="table"><tbody><tr><th style="text-align:left"> Name </th><th style="text-align:center"> Type </th><th style="text-align:left"> Description </th></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldTangentFrame()</strong> </td><td style="text-align:center"> float3×3 </td><td style="text-align:left"> Matrix containing in each column the <code>tangent</code> (<code>frame[0]</code>), <code>bi-tangent</code> (<code>frame[1]</code>) and <code>normal</code> (<code>frame[2]</code>) of the vertex in world space. If the material does not compute a tangent space normal for bump mapping or if the shading is not anisotropic, only the <code>normal</code> is valid in this matrix. </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldPosition()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Position of the fragment in world space (see note below about world-space) </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getUserWorldPosition()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Position of the fragment in API-level (user) world-space (see note below about world-space) </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldViewVector()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Normalized vector in world space from the fragment position to the eye </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldNormalVector()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Normalized normal in world space, after bump mapping (must be used after <code>prepareMaterial()</code>) </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldGeometricNormalVector()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Normalized normal in world space, before bump mapping (can be used before <code>prepareMaterial()</code>) </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getWorldReflectedVector()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Reflection of the view vector about the normal (must be used after <code>prepareMaterial()</code>) </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getNormalizedViewportCoord()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Normalized user viewport position (i.e. NDC coordinates normalized to [0, 1] for the position, [1, 0] for the depth), can be used before <code>prepareMaterial()</code>). Because the user viewport is smaller than the actual physical viewport, these coordinates can be negative or superior to 1 in the non-visible area of the physical viewport. </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getNormalizedViewportCoord()</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:left"> Normalized viewport position (i.e. NDC coordinates normalized to [0, 1], can be used before <code>prepareMaterial()</code>) </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getNdotV()</strong> </td><td style="text-align:center"> float </td><td style="text-align:left"> The result of <code>dot(normal, view)</code>, always strictly greater than 0 (must be used after <code>prepareMaterial()</code>) </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getColor()</strong> </td><td style="text-align:center"> float4 </td><td style="text-align:left"> Interpolated color of the fragment, if the color attribute is required </td></tr>
|
||||
<tr><td style="text-align:left"> <strong class="asterisk">getUV0()</strong> </td><td style="text-align:center"> float2 </td><td style="text-align:left"> First interpolated set of UV coordinates, only available if the uv0 attribute is required </td></tr>
|
||||
@@ -2804,13 +2769,12 @@ The following APIs are only available from the fragment block:
|
||||
|
||||
<p></p><p>
|
||||
|
||||
</p><div class="admonition tip"><div class="admonition-title"> world-space</div>
|
||||
</p><div class="admonition tip"><div class="admonition-title"> world space</div>
|
||||
|
||||
<p></p><p>
|
||||
|
||||
To obtain API-level world-space coordinates, custom materials should use <code>getUserWorldPosition()</code>
|
||||
or use <code>getUserWorldFromWorldMatrix()</code>. Note that API-level world-space coordinates should
|
||||
never or rarely be used because they may not fit in a float3 or have severely reduced precision.</p></div>
|
||||
To obtain API-level world space coordinates, custom materials should add <code>getWorldOffset()</code> to
|
||||
<code>getWorldPosition()</code> (et al).</p></div>
|
||||
|
||||
<p></p><p>
|
||||
|
||||
|
||||
+11
-51
@@ -1362,11 +1362,6 @@ Description
|
||||
ALPHA_TO_COVERAGE is enabled for non-translucent views. See the maskThreshold section for more
|
||||
information.
|
||||
|
||||
!!! Note
|
||||
When `blending` is set to `masked`, alpha to coverage is automatically enabled for the material.
|
||||
If this behavior is undesirable, refer to the Rasterization: alphaToCoverage section to turn
|
||||
alpha to coverage off using the `alphaToCoverage` property.
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
|
||||
material {
|
||||
blending : transparent
|
||||
@@ -1607,37 +1602,6 @@ fragment {
|
||||
}
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
### Rasterization: alphaToCoverage
|
||||
|
||||
Type
|
||||
: `boolean`
|
||||
|
||||
Value
|
||||
: `true` or `false`. Defaults to `false`.
|
||||
|
||||
Description
|
||||
: Enables or disables alpha to coverage. When alpha to coverage is enabled, the coverage of
|
||||
fragment is derived from its alpha. This property is only meaningful when MSAA is enabled.
|
||||
Note: setting `blending` to `masked` automatically enables alpha to coverage. If this is not
|
||||
desired, you can override this behavior by setting alpha to coverage to false as in the
|
||||
example below.
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
|
||||
material {
|
||||
name : "Alpha to coverage",
|
||||
shadingModel : lit,
|
||||
blending : masked,
|
||||
alphaToCoverage : false
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.albedo;
|
||||
}
|
||||
}
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
### Lighting: reflections
|
||||
|
||||
Type
|
||||
@@ -1946,9 +1910,8 @@ struct MaterialVertexInputs {
|
||||
|
||||
!!! TIP: worldPosition
|
||||
To achieve good precision, the `worldPosition` coordinate in the vertex shader is shifted by the
|
||||
camera position. To get the true world-space position, users can use
|
||||
`getUserWorldPosition()`, however be aware that the true world-position might not
|
||||
be able to fit in a `float` or might be represented with severely reduced precision.
|
||||
camera position. To get the true world-space position, users can add this to
|
||||
`getWorldOffset()`.
|
||||
|
||||
!!! TIP: UV attributes
|
||||
By default the vertex shader of a material will flip the Y coordinate of the UV attributes
|
||||
@@ -2300,20 +2263,19 @@ type aliases:
|
||||
|
||||
Name | Type | Description
|
||||
:-----------------------------------|:--------:|:------------------------------------
|
||||
**getResolution()** | float4 | Dimensions of the view's effective (physical) viewport in pixels: `width`, `height`, `1 / width`, `1 / height`. This might be different from `View::getViewport()` for instance because of added rendering guard-bands.
|
||||
**getWorldCameraPosition()** | float3 | Position of the camera/eye in world space (see note below)
|
||||
**getWorldOffset()** | float3 | [deprecated] The shift required to obtain API-level world space. Use getUserWorldPosition() instead
|
||||
**getUserWorldFromWorldMatrix()** | float4x4 | Matrix that converts from world space to API-level (user) world space.
|
||||
**getResolution()** | float4 | Dimensions of the view's effective viewport in pixels: `width`, `height`, `1 / width`, `1 / height`. This might be different from `View::getViewport()` for instance because of added rendering guard-bands. This can be used in conjunction with `getNormalizedViewportCoord()` to generate pixel coordinates.
|
||||
**getWorldCameraPosition()** | float3 | Position of the camera/eye in world space
|
||||
**getWorldOffset()** | float3 | The shift required to obtain API-level world space
|
||||
**getTime()** | float | Current time as a remainder of 1 second. Yields a value between 0 and 1
|
||||
**getUserTime()** | float4 | Current time in seconds: `time`, `(double)time - time`, `0`, `0`
|
||||
**getUserTimeMod(float m)** | float | Current time modulo m in seconds
|
||||
**getUserTimeMode(float m)** | float | Current time modulo m in seconds
|
||||
**getExposure()** | float | Photometric exposure of the camera
|
||||
**getEV100()** | float | [Exposure value at ISO 100](https://en.wikipedia.org/wiki/Exposure_value) of the camera
|
||||
|
||||
!!! TIP: world space
|
||||
To achieve good precision, the "world space" in Filament's shading system does not necessarily
|
||||
match the API-level world space. To obtain the position of the API-level camera, custom
|
||||
materials can use `getUserWorldFromWorldMatrix()` to transform `getWorldCameraPosition()`.
|
||||
materials can add `getWorldOffset()` to `getWorldCameraPosition()`.
|
||||
|
||||
### Vertex only
|
||||
|
||||
@@ -2335,12 +2297,11 @@ The following APIs are only available from the fragment block:
|
||||
:---------------------------------------|:--------:|:------------------------------------
|
||||
**getWorldTangentFrame()** | float3x3 | Matrix containing in each column the `tangent` (`frame[0]`), `bi-tangent` (`frame[1]`) and `normal` (`frame[2]`) of the vertex in world space. If the material does not compute a tangent space normal for bump mapping or if the shading is not anisotropic, only the `normal` is valid in this matrix.
|
||||
**getWorldPosition()** | float3 | Position of the fragment in world space (see note below about world-space)
|
||||
**getUserWorldPosition()** | float3 | Position of the fragment in API-level (user) world-space (see note below about world-space)
|
||||
**getWorldViewVector()** | float3 | Normalized vector in world space from the fragment position to the eye
|
||||
**getWorldNormalVector()** | float3 | Normalized normal in world space, after bump mapping (must be used after `prepareMaterial()`)
|
||||
**getWorldGeometricNormalVector()** | float3 | Normalized normal in world space, before bump mapping (can be used before `prepareMaterial()`)
|
||||
**getWorldReflectedVector()** | float3 | Reflection of the view vector about the normal (must be used after `prepareMaterial()`)
|
||||
**getNormalizedViewportCoord()** | float3 | Normalized user viewport position (i.e. NDC coordinates normalized to [0, 1] for the position, [1, 0] for the depth), can be used before `prepareMaterial()`). Because the user viewport is smaller than the actual physical viewport, these coordinates can be negative or superior to 1 in the non-visible area of the physical viewport.
|
||||
**getNormalizedViewportCoord()** | float3 | Normalized viewport position (i.e. NDC coordinates normalized to [0, 1], can be used before `prepareMaterial()`)
|
||||
**getNdotV()** | float | The result of `dot(normal, view)`, always strictly greater than 0 (must be used after `prepareMaterial()`)
|
||||
**getColor()** | float4 | Interpolated color of the fragment, if the color attribute is required
|
||||
**getUV0()** | float2 | First interpolated set of UV coordinates, only available if the uv0 attribute is required
|
||||
@@ -2352,10 +2313,9 @@ The following APIs are only available from the fragment block:
|
||||
**ycbcrToRgb(float, float2)** | float3 | Converts a luminance and CbCr pair to a sRGB color
|
||||
**uvToRenderTargetUV(float2)** | float2 | Transforms a UV coordinate to allow sampling from a `RenderTarget` attachment
|
||||
|
||||
!!! TIP: world-space
|
||||
To obtain API-level world-space coordinates, custom materials should use `getUserWorldPosition()`
|
||||
or use `getUserWorldFromWorldMatrix()`. Note that API-level world-space coordinates should
|
||||
never or rarely be used because they may not fit in a float3 or have severely reduced precision.
|
||||
!!! TIP: world space
|
||||
To obtain API-level world space coordinates, custom materials should add `getWorldOffset()` to
|
||||
`getWorldPosition()` (et al).
|
||||
|
||||
!!! TIP: sampling from render targets
|
||||
When sampling from a `filament::Texture` that is attached to a `filament::RenderTarget` for
|
||||
|
||||
+157
-344
File diff suppressed because one or more lines are too long
Binary file not shown.
@@ -261,7 +261,7 @@ class App {
|
||||
this.renderer.setClearOptions({clearColor: kBackgroundColor, clear: true});
|
||||
|
||||
this.render = this.render.bind(this);
|
||||
this.simpleViewer = new Filament.ViewerGui(engine, scene, view, kInitialSidebarWidth);
|
||||
this.simpleViewer = new Filament.SimpleViewer(engine, scene, view, kInitialSidebarWidth);
|
||||
|
||||
this.mouseX = -1;
|
||||
this.mouseY = -1;
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+153
-330
File diff suppressed because one or more lines are too long
Binary file not shown.
Vendored
-1
File diff suppressed because one or more lines are too long
+20
-21
@@ -10,7 +10,7 @@ html, body { height: 100%; }
|
||||
body { margin: 0; overflow: hidden; }
|
||||
#container { position: relative; height: 100%; }
|
||||
canvas { position: absolute; width: 100%; height: 100%; }
|
||||
#messages { position: absolute; width: 100%; height: 100%; padding-left: 10px; color:blue; pointer-events: none; }
|
||||
#messages { position: absolute; width: 100%; height: 100%; padding-left: 10px; color:white; }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
@@ -20,7 +20,7 @@ canvas { position: absolute; width: 100%; height: 100%; }
|
||||
</div>
|
||||
<script src="filament.js"></script>
|
||||
<script src="gl-matrix-min.js"></script>
|
||||
<script src="gltumble.min.js"></script>
|
||||
<script src="https://unpkg.com/gltumble"></script>
|
||||
<script>
|
||||
|
||||
const env = 'default_env';
|
||||
@@ -43,19 +43,7 @@ class App {
|
||||
const scene = this.scene = engine.createScene();
|
||||
this.trackball = new Trackball(canvas, {startSpin: 0.035});
|
||||
|
||||
const messages = document.getElementById('messages');
|
||||
|
||||
canvas.addEventListener('pointerdown', evt => {
|
||||
const x = evt.clientX;
|
||||
const y = this.canvas.getBoundingClientRect().height - 1 - evt.clientY;
|
||||
const dpr = window.devicePixelRatio;
|
||||
this.view.pick(x * dpr, y * dpr, (results) => {
|
||||
const name = this.asset.getName(results.renderable);
|
||||
messages.innerText = name ? ('Picked ' + name) : '';
|
||||
});
|
||||
});
|
||||
|
||||
const indirectLight = this.ibl = engine.createIblFromKtx1(ibl_url);
|
||||
const indirectLight = this.ibl = engine.createIblFromKtx(ibl_url);
|
||||
this.scene.setIndirectLight(indirectLight);
|
||||
|
||||
const iblDirection = IndirectLight.getDirectionEstimate(indirectLight.shfloats);
|
||||
@@ -70,7 +58,7 @@ class App {
|
||||
mat3.fromRotation(mat, radians, [0, 1, 0]);
|
||||
indirectLight.setRotation(mat);
|
||||
|
||||
const skybox = engine.createSkyFromKtx1(sky_url);
|
||||
const skybox = engine.createSkyFromKtx(sky_url);
|
||||
this.scene.setSkybox(skybox);
|
||||
|
||||
const sunlight = Filament.EntityManager.get().create();
|
||||
@@ -88,17 +76,28 @@ class App {
|
||||
const loader = this.loader = engine.createAssetLoader();
|
||||
|
||||
this.allowRefresh = false;
|
||||
const asset = this.asset = loader.createAsset(mesh_url);
|
||||
const asset = this.asset = loader.createAssetFromJson(mesh_url);
|
||||
this.assetRoot = this.asset.getRoot();
|
||||
|
||||
const messages = document.getElementById('messages');
|
||||
|
||||
// Crudely indicate progress by printing the URI of each resource as it is loaded.
|
||||
const onFetched = (uri) => messages.innerText += `Downloaded ${uri}\n`;
|
||||
|
||||
const onDone = () => {
|
||||
this.allowRefresh = true;
|
||||
|
||||
// Clear the progress indication messages.
|
||||
messages.innerText = "";
|
||||
// Enable shadows on every renderable.
|
||||
const entities = asset.getEntities();
|
||||
const rm = engine.getRenderableManager();
|
||||
for (const entity of entities) {
|
||||
const instance = rm.getInstance(entity);
|
||||
rm.setCastShadows(instance, true);
|
||||
instance.delete();
|
||||
}
|
||||
|
||||
// Hide the HUD.
|
||||
messages.remove();
|
||||
};
|
||||
asset.loadResources(onDone, onFetched);
|
||||
|
||||
@@ -138,7 +137,7 @@ class App {
|
||||
this.allowRefresh = false;
|
||||
this.scene.removeEntities(this.asset.getEntities());
|
||||
this.loader.destroyAsset(this.asset);
|
||||
this.asset = this.loader.createAsset(mesh_url);
|
||||
this.asset = this.loader.createAssetFromJson(mesh_url);
|
||||
const onDone = () => { this.allowRefresh = true; }
|
||||
this.asset.loadResources(onDone);
|
||||
}
|
||||
@@ -150,7 +149,7 @@ class App {
|
||||
tcm.setTransform(inst, this.trackball.getMatrix());
|
||||
inst.delete();
|
||||
|
||||
// Gradually add renderables to the scene as their textures become ready.
|
||||
// Add renderable entities to the scene as they become ready.
|
||||
let entity;
|
||||
const popRenderable = () => {
|
||||
entity = this.asset.popRenderable();
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -54,14 +54,14 @@ class App {
|
||||
.build(engine, sunlight);
|
||||
this.scene.addEntity(sunlight);
|
||||
|
||||
const indirectLight = this.ibl = engine.createIblFromKtx1(iblfile);
|
||||
const indirectLight = this.ibl = engine.createIblFromKtx(iblfile);
|
||||
this.scene.setIndirectLight(indirectLight);
|
||||
|
||||
const radians = 1.0;
|
||||
indirectLight.setRotation(mat3.fromRotation(mat3.create(), radians, [0, 1, 0]))
|
||||
indirectLight.setIntensity(10000);
|
||||
|
||||
const skybox = engine.createSkyFromKtx1(skyfile);
|
||||
const skybox = engine.createSkyFromKtx(skyfile);
|
||||
this.scene.setSkybox(skybox);
|
||||
|
||||
const material = engine.createMaterial('parquet.filamat');
|
||||
|
||||
Binary file not shown.
+128
-137
@@ -49,7 +49,7 @@
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#EntityManager">EntityManager</a></td>
|
||||
<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
|
||||
<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Frustum">Frustum</a></td>
|
||||
@@ -69,7 +69,7 @@
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#KtxInfo">KtxInfo</a></td>
|
||||
<td align="left">Property accessor for KTX1 header.</td>
|
||||
<td align="left">Property accessor for KTX header.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#LightManager%24Instance">LightManager$Instance</a></td>
|
||||
@@ -89,7 +89,7 @@
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Renderer">Renderer</a></td>
|
||||
<td align="left">Represents the platform's native window.</td>
|
||||
<td align="left">Represents the platform's native window.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Scene">Scene</a></td>
|
||||
@@ -97,7 +97,7 @@
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#SwapChain">SwapChain</a></td>
|
||||
<td align="left">Represents the platform's native rendering surface.</td>
|
||||
<td align="left">Represents the platform's native rendering surface.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Texture">Texture</a></td>
|
||||
@@ -190,10 +190,6 @@
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#ColorGrading%24LutFormat">ColorGrading$LutFormat</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#ColorGrading%24QualityLevel">ColorGrading$QualityLevel</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
@@ -218,10 +214,6 @@
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#FeatureLevel">FeatureLevel</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Frustum%24Plane">Frustum$Plane</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
@@ -230,14 +222,6 @@
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Ktx2Reader%24Result">Ktx2Reader$Result</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Ktx2Reader%24TransferFunction">Ktx2Reader$TransferFunction</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#LightManager%24Type">LightManager$Type</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
@@ -274,14 +258,6 @@
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#StencilFace">StencilFace</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#StencilOperation">StencilOperation</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Texture%24CubemapFace">Texture$CubemapFace</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
@@ -298,10 +274,6 @@
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#TransparencyMode">TransparencyMode</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#VertexAttribute">VertexAttribute</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
@@ -314,6 +286,26 @@
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#View%24AntiAliasing">View$AntiAliasing</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#View%24BlendMode">View$BlendMode</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#View%24BloomOptions%24BlendMode">View$BloomOptions$BlendMode</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#View%24DepthOfFieldOptions%24Filter">View$DepthOfFieldOptions$Filter</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#View%24QualityLevel">View$QualityLevel</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#WrapMode">WrapMode</a></td>
|
||||
<td align="left"></td>
|
||||
</tr>
|
||||
@@ -379,7 +371,7 @@
|
||||
<li><em>returns</em> an instance of <a href="#Camera">Camera</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.createIblFromKtx1(buffer, options)</strong>
|
||||
<li><strong>engine.createIblFromKtx(buffer, options)</strong>
|
||||
<ul>
|
||||
<li>Utility that creates an [IndirectLight] from a KTX file.</li>
|
||||
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with KTX file contents</li>
|
||||
@@ -403,7 +395,7 @@
|
||||
<li><em>returns</em> an instance of <a href="#Scene">Scene</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.createSkyFromKtx1(buffer, options)</strong>
|
||||
<li><strong>engine.createSkyFromKtx(buffer, options)</strong>
|
||||
<ul>
|
||||
<li>Utility function that creates a [Skybox] from a KTX file.</li>
|
||||
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with KTX file contents</li>
|
||||
@@ -424,18 +416,10 @@
|
||||
<li><em>returns</em> <a href="#Texture">Texture</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.createTextureFromKtx1(buffer, options)</strong>
|
||||
<li><strong>engine.createTextureFromKtx(buffer, options)</strong>
|
||||
<ul>
|
||||
<li>Utility function that creates a [Texture] from a KTX1 file.</li>
|
||||
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with KTX1 file contents</li>
|
||||
<li><em>options</em> Options dictionary.</li>
|
||||
<li><em>returns</em> <a href="#Texture">Texture</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.createTextureFromKtx2(buffer, options)</strong>
|
||||
<ul>
|
||||
<li>Utility function that creates a [Texture] from a KTX2 file.</li>
|
||||
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with KTX2 file contents</li>
|
||||
<li>Utility function that creates a [Texture] from a KTX file.</li>
|
||||
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with KTX file contents</li>
|
||||
<li><em>options</em> Options dictionary.</li>
|
||||
<li><em>returns</em> <a href="#Texture">Texture</a></li>
|
||||
</ul>
|
||||
@@ -569,26 +553,57 @@
|
||||
<li><em>entities</em> array of entities</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setAmbientOcclusionOptions()</strong></li>
|
||||
<li><strong>engine.setBloomOptions()</strong></li>
|
||||
<li><strong>engine.setAmbientOcclusionOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: radius, power, bias, resolution, intensity, quality.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setBloomOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: enabled, strength, resolution, anomorphism, levels, blendMode, threshold, highlight.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setClearOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: clearColor, clear, discard.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setDepthOfFieldOptions()</strong></li>
|
||||
<li><strong>engine.setFogOptions()</strong></li>
|
||||
<li><strong>engine.setGuardBandOptions()</strong></li>
|
||||
<li><strong>engine.setMultiSampleAntiAliasingOptions()</strong></li>
|
||||
<li><strong>engine.setScreenSpaceReflectionsOptions()</strong></li>
|
||||
<li><strong>engine.setDepthOfFieldOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: cocScale, maxApertureDiameter, enabled.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setFogOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: distance, maximumOpacity, height, heightFalloff, color, density, inScatteringStart,</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setMultiSampleAntiAliasingOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: enabled, sampleCount, customResolve.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setScreenSpaceReflectionsOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: thickness, bias, maxDistance, stride, enabled.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setShadowOptions(instance, overrides)</strong>
|
||||
<ul>
|
||||
<li><em>instance</em> Instance of a light component obtained from <code>getInstance</code>.</li>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: mapSize, shadowCascades, constantBias, normalBias, shadowFar, shadowNearHint, shadowFarHint, stable, polygonOffsetConstant, polygonOffsetSlope, \</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setTemporalAntiAliasingOptions()</strong></li>
|
||||
<li><strong>engine.setVignetteOptions()</strong></li>
|
||||
<li><strong>engine.setTemporalAntiAliasingOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: filterWidth, feedback, enabled.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>engine.setVignetteOptions(overrides)</strong>
|
||||
<ul>
|
||||
<li><em>overrides</em> Dictionary with one or more of the following properties: midPoint, roundness, feather, color, enabled.</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
@@ -603,11 +618,11 @@
|
||||
</ul>
|
||||
<p>To create an entity with no components, use <a href="#EntityManager">EntityManager</a>.
|
||||
TODO: It would be better to expose these as JS numbers rather than as JS objects.
|
||||
This would also be more consistent with Filament's Java bindings.</p>
|
||||
This would also be more consistent with Filament's Java bindings.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='EntityManager' href='#EntityManager'>EntityManager</a></h2>
|
||||
<p>Singleton used for constructing entities in Filament's ECS.</p>
|
||||
<p>Singleton used for constructing entities in Filament's ECS.</p>
|
||||
<ul>
|
||||
<li><strong>entityManager.create()</strong>
|
||||
<ul>
|
||||
@@ -712,9 +727,15 @@ wrapper rather than interacting with <code>Ktx1Bundle</code> directly.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='KtxInfo' href='#KtxInfo'>KtxInfo</a></h2>
|
||||
<p>Property accessor for KTX1 header.</p>
|
||||
<p>Property accessor for KTX header.</p>
|
||||
<ul>
|
||||
<li><strong>ktxInfo.createAsset(buffer)</strong>
|
||||
<li><strong>ktxInfo.createAssetFromBinary(buffer)</strong>
|
||||
<ul>
|
||||
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a></li>
|
||||
<li><em>returns</em> an instance of <a href="#FilamentAsset">FilamentAsset</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>ktxInfo.createAssetFromJson(buffer)</strong>
|
||||
<ul>
|
||||
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a></li>
|
||||
<li><em>returns</em> an instance of <a href="#FilamentAsset">FilamentAsset</a></li>
|
||||
@@ -741,7 +762,7 @@ properties.</p>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='PixelBufferDescriptor' href='#PixelBufferDescriptor'>PixelBufferDescriptor</a></h2>
|
||||
@@ -779,11 +800,11 @@ properties.</p>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='Renderer' href='#Renderer'>Renderer</a></h2>
|
||||
<p>Represents the platform's native window.</p>
|
||||
<p>Represents the platform's native window.</p>
|
||||
<ul>
|
||||
<li><strong>renderer.render(swapChain, view)</strong>
|
||||
<ul>
|
||||
@@ -802,7 +823,7 @@ properties.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='SwapChain' href='#SwapChain'>SwapChain</a></h2>
|
||||
<p>Represents the platform's native rendering surface.</p>
|
||||
<p>Represents the platform's native rendering surface.</p>
|
||||
<p>See also the <a href="#Engine">Engine</a> methods <code>createSwapChain</code> and <code>destroySwapChain</code>.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
@@ -846,7 +867,7 @@ properties.</p>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='VertexBuffer' href='#VertexBuffer'>VertexBuffer</a></h2>
|
||||
@@ -943,7 +964,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
|
||||
<ul>
|
||||
<li><strong>assets</strong>
|
||||
<ul>
|
||||
<li>Array of strings containing URL's of required assets.</li>
|
||||
<li>Array of strings containing URL's of required assets.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>onDone</strong>
|
||||
@@ -953,7 +974,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
|
||||
</li>
|
||||
<li><strong>onFetched</strong>
|
||||
<ul>
|
||||
<li>optional callback that's invoked after each asset is downloaded.</li>
|
||||
<li>optional callback that's invoked after each asset is downloaded.</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
@@ -1000,7 +1021,7 @@ useful for compressed textures. For example, some platforms accept ETC and other
|
||||
<ul>
|
||||
<li><strong>assets</strong>
|
||||
<ul>
|
||||
<li>Array of strings containing URL's of required assets.</li>
|
||||
<li>Array of strings containing URL's of required assets.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>onready</strong>
|
||||
@@ -1009,12 +1030,12 @@ useful for compressed textures. For example, some platforms accept ETC and other
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
|
||||
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
|
||||
callback. This callback gets invoked only after all assets have been downloaded and the Filament
|
||||
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
|
||||
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
|
||||
be ready at initialization time.
|
||||
When the callback is called, each downloaded asset is available in the <code>Filament.assets</code> global
|
||||
object, which contains a mapping from URL's to Uint8Array objects.</p>
|
||||
object, which contains a mapping from URL's to Uint8Array objects.</p>
|
||||
</div>
|
||||
<div class='funcdoc'>
|
||||
<h2>function <a id='loadMathExtensions' href='#loadMathExtensions'>loadMathExtensions</a>()</h2>
|
||||
@@ -1064,13 +1085,6 @@ This defines the following functions:</p>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='ColorGrading$LutFormat' href='#ColorGrading$LutFormat'>ColorGrading$LutFormat</a></h2>
|
||||
<ul>
|
||||
<li>INTEGER</li>
|
||||
<li>FLOAT</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='ColorGrading$QualityLevel' href='#ColorGrading$QualityLevel'>ColorGrading$QualityLevel</a></h2>
|
||||
<ul>
|
||||
<li>LOW</li>
|
||||
@@ -1126,10 +1140,6 @@ This defines the following functions:</p>
|
||||
<li>DXT1_RGBA</li>
|
||||
<li>DXT3_RGBA</li>
|
||||
<li>DXT5_RGBA</li>
|
||||
<li>DXT1_SRGB</li>
|
||||
<li>DXT1_SRGBA</li>
|
||||
<li>DXT3_SRGBA</li>
|
||||
<li>DXT5_SRGBA</li>
|
||||
<li>RGBA_ASTC_4x4</li>
|
||||
<li>RGBA_ASTC_5x4</li>
|
||||
<li>RGBA_ASTC_5x5</li>
|
||||
@@ -1170,13 +1180,6 @@ This defines the following functions:</p>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='FeatureLevel' href='#FeatureLevel'>FeatureLevel</a></h2>
|
||||
<ul>
|
||||
<li>FEATURE_LEVEL_1</li>
|
||||
<li>FEATURE_LEVEL_2</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='Frustum$Plane' href='#Frustum$Plane'>Frustum$Plane</a></h2>
|
||||
<ul>
|
||||
<li>LEFT</li>
|
||||
@@ -1195,23 +1198,6 @@ This defines the following functions:</p>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='Ktx2Reader$Result' href='#Ktx2Reader$Result'>Ktx2Reader$Result</a></h2>
|
||||
<ul>
|
||||
<li>SUCCESS</li>
|
||||
<li>COMPRESSED_TRANSCODE_FAILURE</li>
|
||||
<li>UNCOMPRESSED_TRANSCODE_FAILURE</li>
|
||||
<li>FORMAT_UNSUPPORTED</li>
|
||||
<li>FORMAT_ALREADY_REQUESTED</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='Ktx2Reader$TransferFunction' href='#Ktx2Reader$TransferFunction'>Ktx2Reader$TransferFunction</a></h2>
|
||||
<ul>
|
||||
<li>LINEAR</li>
|
||||
<li>sRGB</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='LightManager$Type' href='#LightManager$Type'>LightManager$Type</a></h2>
|
||||
<ul>
|
||||
<li>SUN</li>
|
||||
@@ -1289,6 +1275,7 @@ This defines the following functions:</p>
|
||||
<li>LINE_STRIP</li>
|
||||
<li>TRIANGLES</li>
|
||||
<li>TRIANGLE_STRIP</li>
|
||||
<li>NONE</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
@@ -1308,27 +1295,6 @@ This defines the following functions:</p>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='StencilFace' href='#StencilFace'>StencilFace</a></h2>
|
||||
<ul>
|
||||
<li>FRONT</li>
|
||||
<li>BACK</li>
|
||||
<li>FRONT_AND_BACK</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='StencilOperation' href='#StencilOperation'>StencilOperation</a></h2>
|
||||
<ul>
|
||||
<li>KEEP</li>
|
||||
<li>ZERO</li>
|
||||
<li>REPLACE</li>
|
||||
<li>INCR_CLAMP</li>
|
||||
<li>INCR_WRAP</li>
|
||||
<li>DECR_CLAMP</li>
|
||||
<li>DECR_WRAP</li>
|
||||
<li>INVERT</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='Texture$CubemapFace' href='#Texture$CubemapFace'>Texture$CubemapFace</a></h2>
|
||||
<ul>
|
||||
<li>POSITIVE_X</li>
|
||||
@@ -1411,10 +1377,6 @@ This defines the following functions:</p>
|
||||
<li>DXT1_RGBA</li>
|
||||
<li>DXT3_RGBA</li>
|
||||
<li>DXT5_RGBA</li>
|
||||
<li>DXT1_SRGB</li>
|
||||
<li>DXT1_SRGBA</li>
|
||||
<li>DXT3_SRGBA</li>
|
||||
<li>DXT5_SRGBA</li>
|
||||
<li>RGBA_ASTC_4x4</li>
|
||||
<li>RGBA_ASTC_5x4</li>
|
||||
<li>RGBA_ASTC_5x5</li>
|
||||
@@ -1466,14 +1428,6 @@ This defines the following functions:</p>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='TransparencyMode' href='#TransparencyMode'>TransparencyMode</a></h2>
|
||||
<ul>
|
||||
<li>DEFAULT</li>
|
||||
<li>TWO_PASSES_ONE_SIDE</li>
|
||||
<li>TWO_PASSES_TWO_SIDES</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='VertexAttribute' href='#VertexAttribute'>VertexAttribute</a></h2>
|
||||
<ul>
|
||||
<li>POSITION</li>
|
||||
@@ -1540,6 +1494,43 @@ This defines the following functions:</p>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='View$AntiAliasing' href='#View$AntiAliasing'>View$AntiAliasing</a></h2>
|
||||
<ul>
|
||||
<li>NONE</li>
|
||||
<li>FXAA</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='View$BlendMode' href='#View$BlendMode'>View$BlendMode</a></h2>
|
||||
<ul>
|
||||
<li>OPAQUE</li>
|
||||
<li>TRANSLUCENT</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='View$BloomOptions$BlendMode' href='#View$BloomOptions$BlendMode'>View$BloomOptions$BlendMode</a></h2>
|
||||
<ul>
|
||||
<li>ADD</li>
|
||||
<li>INTERPOLATE</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='View$DepthOfFieldOptions$Filter' href='#View$DepthOfFieldOptions$Filter'>View$DepthOfFieldOptions$Filter</a></h2>
|
||||
<ul>
|
||||
<li>NONE</li>
|
||||
<li>MEDIAN</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='View$QualityLevel' href='#View$QualityLevel'>View$QualityLevel</a></h2>
|
||||
<ul>
|
||||
<li>LOW</li>
|
||||
<li>MEDIUM</li>
|
||||
<li>HIGH</li>
|
||||
<li>ULTRA</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class='enumdoc'>
|
||||
<h2>enum <a id='WrapMode' href='#WrapMode'>WrapMode</a></h2>
|
||||
<ul>
|
||||
<li>CLAMP_TO_EDGE</li>
|
||||
|
||||
Binary file not shown.
Binary file not shown.
+20
-27
@@ -16,14 +16,17 @@ canvas { touch-action: none; width: 100%; height: 100%; }
|
||||
<script src="gl-matrix-min.js"></script>
|
||||
<script>
|
||||
|
||||
const albedo_suffix = Filament.getSupportedFormatSuffix('astc s3tc_srgb');
|
||||
const texture_suffix = Filament.getSupportedFormatSuffix('etc');
|
||||
|
||||
const env = 'default_env'
|
||||
const ibl_url = `${env}/${env}_ibl.ktx`;
|
||||
const sky_url = `${env}/${env}_skybox.ktx`;
|
||||
const albedo_url = `albedo.ktx2`;
|
||||
const ao_url = `ao.ktx2`;
|
||||
const metallic_url = `metallic.ktx2`;
|
||||
const normal_url = `normal.ktx2`;
|
||||
const roughness_url = `roughness.ktx2`;
|
||||
const albedo_url = `albedo${albedo_suffix}.ktx`;
|
||||
const ao_url = `ao${texture_suffix}.ktx`;
|
||||
const metallic_url = `metallic${texture_suffix}.ktx`;
|
||||
const normal_url = `normal${texture_suffix}.ktx`;
|
||||
const roughness_url = `roughness${texture_suffix}.ktx`;
|
||||
const filamat_url = 'textured.filamat';
|
||||
const filamesh_url = 'suzanne.filamesh';
|
||||
|
||||
@@ -38,13 +41,12 @@ Filament.init([
|
||||
ibl_url,
|
||||
sky_url
|
||||
], () => {
|
||||
window.AttributeType = Filament.VertexBuffer$AttributeType;
|
||||
window.Format = Filament.Texture$InternalFormat;
|
||||
window.Fov = Filament.Camera$Fov;
|
||||
window.IndexType = Filament.IndexBuffer$IndexType;
|
||||
window.LightType = Filament.LightManager$Type;
|
||||
window.PrimitiveType = Filament.RenderableManager$PrimitiveType;
|
||||
window.VertexAttribute = Filament.VertexAttribute;
|
||||
window.AttributeType = Filament.VertexBuffer$AttributeType;
|
||||
window.PrimitiveType = Filament.RenderableManager$PrimitiveType;
|
||||
window.IndexType = Filament.IndexBuffer$IndexType;
|
||||
window.Fov = Filament.Camera$Fov;
|
||||
window.LightType = Filament.LightManager$Type;
|
||||
window.app = new App(document.getElementsByTagName('canvas')[0]);
|
||||
});
|
||||
|
||||
@@ -66,11 +68,11 @@ class App {
|
||||
.build(engine, sunlight);
|
||||
this.scene.addEntity(sunlight);
|
||||
|
||||
const indirectLight = this.ibl = engine.createIblFromKtx1(ibl_url);
|
||||
const indirectLight = this.ibl = engine.createIblFromKtx(ibl_url);
|
||||
this.scene.setIndirectLight(indirectLight);
|
||||
indirectLight.setIntensity(80000);
|
||||
|
||||
const skybox = engine.createSkyFromKtx1(sky_url);
|
||||
const skybox = engine.createSkyFromKtx(sky_url);
|
||||
this.scene.setSkybox(skybox);
|
||||
|
||||
const material = engine.createMaterial(filamat_url);
|
||||
@@ -81,20 +83,11 @@ class App {
|
||||
Filament.MagFilter.LINEAR,
|
||||
Filament.WrapMode.CLAMP_TO_EDGE);
|
||||
|
||||
// Filament requests support for the following extensions, but none are guaranteed.
|
||||
// WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb
|
||||
// WEBGL_compressed_texture_astc, WEBGL_compressed_texture_etc
|
||||
const albedo = engine.createTextureFromKtx2(albedo_url, {
|
||||
srgb: true,
|
||||
formats: [ Format.DXT5_RGBA, Format.DXT5_SRGBA, Format.ETC2_EAC_SRGBA8 ]
|
||||
});
|
||||
|
||||
console.assert(albedo, "Unable to create albedo texture.")
|
||||
|
||||
const roughness = engine.createTextureFromKtx2(roughness_url);
|
||||
const metallic = engine.createTextureFromKtx2(metallic_url);
|
||||
const ao = engine.createTextureFromKtx2(ao_url);
|
||||
const normal = engine.createTextureFromKtx2(normal_url);
|
||||
const albedo = engine.createTextureFromKtx(albedo_url, {srgb: true});
|
||||
const roughness = engine.createTextureFromKtx(roughness_url);
|
||||
const metallic = engine.createTextureFromKtx(metallic_url);
|
||||
const normal = engine.createTextureFromKtx(normal_url);
|
||||
const ao = engine.createTextureFromKtx(ao_url);
|
||||
|
||||
matinstance.setTextureParameter('albedo', albedo, sampler)
|
||||
matinstance.setTextureParameter('roughness', roughness, sampler)
|
||||
|
||||
Binary file not shown.
Binary file not shown.
+142
-142
@@ -10,7 +10,7 @@
|
||||
textures.</p>
|
||||
<p>For starters, create a text file called <code>redball.html</code> and copy over the HTML that we used in the
|
||||
<a href="tutorial_triangle.html">previous tutorial</a>. Change the last script tag from <code>triangle.js</code> to <code>redball.js</code>.</p>
|
||||
<p>Next you'll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
|
||||
<p>Next you'll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
|
||||
appropriate <a href="//github.com/google/filament/releases">Filament release</a>. You should choose the
|
||||
archive that corresponds to your development machine rather than the one for web, and the version
|
||||
that matches the <code>unpkg.com/filament@x.x.x</code> url in the script tag of <code>redball.html</code> (you may check
|
||||
@@ -19,7 +19,7 @@ out the last available release of <a href="https://www.npmjs.com/package/filamen
|
||||
<p>The <code>matc</code> tool consumes a text file containing a high-level description of a PBR material, and
|
||||
produces a binary material package that contains shader code and associated metadata. For more
|
||||
information, see the official document describing the <a href="https://google.github.io/filament/Materials.md.html">Filament Material System</a>.</p>
|
||||
<p>Let's try out <code>matc</code>. Create the following file in your favorite text editor and call it
|
||||
<p>Let's try out <code>matc</code>. Create the following file in your favorite text editor and call it
|
||||
<code>plastic.mat</code>.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
|
||||
name : Lit,
|
||||
@@ -44,16 +44,16 @@ fragment {
|
||||
</pre></div>
|
||||
|
||||
<p>Next, invoke <code>matc</code> as follows.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc<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
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc -a opengl -p mobile -o plastic.filamat plastic.mat
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a material archive in your working directory, which we'll use later in the
|
||||
<p>You should now have a material archive in your working directory, which we'll use later in the
|
||||
tutorial.</p>
|
||||
<h2>Bake environment map</h2>
|
||||
<p>Next we'll use Filament's <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
|
||||
<p>Next we'll use Filament's <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
|
||||
produce two cubemap files: a mipmapped IBL and a blurry skybox.</p>
|
||||
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/pillars_2k.hdr">pillars_2k.hdr</a>, then invoke the following command in your terminal.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<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
|
||||
<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
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a <code>pillars_2k</code> folder containing a couple KTX files for the IBL and skybox, as
|
||||
@@ -61,84 +61,84 @@ well as a text file with spherical harmonics coefficients. You can discard the t
|
||||
IBL KTX contains these coefficients in its metadata.</p>
|
||||
<h2>Create JavaScript</h2>
|
||||
<p>Next, create <code>redball.js</code> with the following content.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'pillars_2k'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
|
||||
<span style="color: #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: #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>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> environ <span style="color: #666666">=</span> <span style="color: #BA2121">'pillars_2k'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> ibl_url <span style="color: #666666">=</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> sky_url <span style="color: #666666">=</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> filamat_url <span style="color: #666666">=</span> <span style="color: #BA2121">'plastic.filamat'</span>
|
||||
|
||||
Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>ibl_url,<span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><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$Type;
|
||||
Filament.init([ filamat_url, ibl_url, sky_url ], () => {
|
||||
<span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span>
|
||||
<span style="color: #008000">window</span>.VertexAttribute <span style="color: #666666">=</span> Filament.VertexAttribute;
|
||||
<span style="color: #008000">window</span>.AttributeType <span style="color: #666666">=</span> Filament.VertexBuffer$AttributeType;
|
||||
<span style="color: #008000">window</span>.PrimitiveType <span style="color: #666666">=</span> Filament.RenderableManager$PrimitiveType;
|
||||
<span style="color: #008000">window</span>.IndexType <span style="color: #666666">=</span> Filament.IndexBuffer$IndexType;
|
||||
<span style="color: #008000">window</span>.Fov <span style="color: #666666">=</span> Filament.Camera$Fov;
|
||||
<span style="color: #008000">window</span>.LightType <span style="color: #666666">=</span> Filament.LightManager$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: #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: #3D7B7B; font-style: italic">// Obtain the canvas DOM object and pass it to the App.</span>
|
||||
<span style="color: #008000; font-weight: bold">const</span> canvas <span style="color: #666666">=</span> <span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>];
|
||||
<span style="color: #008000">window</span>.app <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</span> App(canvas);
|
||||
} );
|
||||
|
||||
<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: #008000; font-weight: bold">class</span> App {
|
||||
<span style="color: #008000; font-weight: bold">constructor</span>(canvas) {
|
||||
<span style="color: #008000; font-weight: bold">this</span>.canvas <span style="color: #666666">=</span> canvas;
|
||||
<span style="color: #008000; font-weight: bold">const</span> engine <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine <span style="color: #666666">=</span> Filament.Engine.create(canvas);
|
||||
<span style="color: #008000; font-weight: bold">const</span> scene <span style="color: #666666">=</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: #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: #3D7B7B; font-style: italic">// TODO: create material</span>
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span>
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span>
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</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: #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: #008000; font-weight: bold">this</span>.swapChain <span style="color: #666666">=</span> engine.createSwapChain();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer <span style="color: #666666">=</span> engine.createRenderer();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera <span style="color: #666666">=</span> engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view <span style="color: #666666">=</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(scene);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.render <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.resize <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>, <span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
}
|
||||
|
||||
<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>}
|
||||
render() {
|
||||
<span style="color: #008000; font-weight: bold">const</span> eye <span style="color: #666666">=</span> [<span style="color: #666666">0</span>, <span style="color: #666666">0</span>, <span style="color: #666666">4</span>], center <span style="color: #666666">=</span> [<span style="color: #666666">0</span>, <span style="color: #666666">0</span>, <span style="color: #666666">0</span>], up <span style="color: #666666">=</span> [<span style="color: #666666">0</span>, <span style="color: #666666">1</span>, <span style="color: #666666">0</span>];
|
||||
<span style="color: #008000; font-weight: bold">const</span> radians <span style="color: #666666">=</span> <span style="color: #008000">Date</span>.now() <span style="color: #666666">/</span> <span style="color: #666666">10000</span>;
|
||||
vec3.rotateY(eye, eye, center, radians);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye, center, up);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain, <span style="color: #008000; font-weight: bold">this</span>.view);
|
||||
<span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
}
|
||||
|
||||
<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>}
|
||||
resize() {
|
||||
<span style="color: #008000; font-weight: bold">const</span> dpr <span style="color: #666666">=</span> <span style="color: #008000">window</span>.devicePixelRatio;
|
||||
<span style="color: #008000; font-weight: bold">const</span> width <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.canvas.width <span style="color: #666666">=</span> <span style="color: #008000">window</span>.innerWidth <span style="color: #666666">*</span> dpr;
|
||||
<span style="color: #008000; font-weight: bold">const</span> height <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.canvas.height <span style="color: #666666">=</span> <span style="color: #008000">window</span>.innerHeight <span style="color: #666666">*</span> dpr;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>, <span style="color: #666666">0</span>, width, height]);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>, width <span style="color: #666666">/</span> height, <span style="color: #666666">1.0</span>, <span style="color: #666666">10.0</span>, Fov.VERTICAL);
|
||||
}
|
||||
}
|
||||
</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.
|
||||
<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: #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();
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> material <span style="color: #666666">=</span> engine.createMaterial(filamat_url);
|
||||
<span style="color: #008000; font-weight: bold">const</span> matinstance <span style="color: #666666">=</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>];
|
||||
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>);
|
||||
<span style="color: #008000; font-weight: bold">const</span> red <span style="color: #666666">=</span> [<span style="color: #666666">0.8</span>, <span style="color: #666666">0.0</span>, <span style="color: #666666">0.0</span>];
|
||||
matinstance.setColor3Parameter(<span style="color: #BA2121">'baseColor'</span>, Filament.RgbType.sRGB, red);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'roughness'</span>, <span style="color: #666666">0.5</span>);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoat'</span>, <span style="color: #666666">1.0</span>);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoatRoughness'</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>
|
||||
<p>The next step is to create a renderable for the sphere. To help with this, we'll use the <code>IcoSphere</code>
|
||||
utility class, whose constructor takes a LOD. Its job is to subdivide an icosadedron, producing
|
||||
three arrays:</p>
|
||||
<ul>
|
||||
@@ -147,105 +147,105 @@ three arrays:</p>
|
||||
as quaternions.</li>
|
||||
<li><code>icosphere.triangles</code> Uint16Array with triangle indices.</li>
|
||||
</ul>
|
||||
<p>Let's go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
|
||||
<p>Let's go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
|
||||
sphere</strong> with the following snippet.</p>
|
||||
<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();
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> renderable <span style="color: #666666">=</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: #008000; font-weight: bold">const</span> icosphere <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</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>.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> vb <span style="color: #666666">=</span> Filament.VertexBuffer.Builder()
|
||||
.vertexCount(icosphere.vertices.length <span style="color: #666666">/</span> <span style="color: #666666">3</span>)
|
||||
.bufferCount(<span style="color: #666666">2</span>)
|
||||
.attribute(VertexAttribute.POSITION, <span style="color: #666666">0</span>, AttributeType.FLOAT3, <span style="color: #666666">0</span>, <span style="color: #666666">0</span>)
|
||||
.attribute(VertexAttribute.TANGENTS, <span style="color: #666666">1</span>, AttributeType.SHORT4, <span style="color: #666666">0</span>, <span style="color: #666666">0</span>)
|
||||
.normalized(VertexAttribute.TANGENTS)
|
||||
.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>.indexCount(icosphere.triangles.length)
|
||||
<span style="color: #bbbbbb"> </span>.bufferType(IndexType.USHORT)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);
|
||||
<span style="color: #008000; font-weight: bold">const</span> ib <span style="color: #666666">=</span> Filament.IndexBuffer.Builder()
|
||||
.indexCount(icosphere.triangles.length)
|
||||
.bufferType(IndexType.USHORT)
|
||||
.build(engine);
|
||||
|
||||
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);
|
||||
vb.setBufferAt(engine, <span style="color: #666666">0</span>, icosphere.vertices);
|
||||
vb.setBufferAt(engine, <span style="color: #666666">1</span>, icosphere.tangents);
|
||||
ib.setBuffer(engine, icosphere.triangles);
|
||||
|
||||
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);
|
||||
.boundingBox({ center<span style="color: #666666">:</span> [<span style="color: #666666">-1</span>, <span style="color: #666666">-1</span>, <span style="color: #666666">-1</span>], halfExtent<span style="color: #666666">:</span> [<span style="color: #666666">1</span>, <span style="color: #666666">1</span>, <span style="color: #666666">1</span>] })
|
||||
.material(<span style="color: #666666">0</span>, matinstance)
|
||||
.geometry(<span style="color: #666666">0</span>, PrimitiveType.TRIANGLES, vb, ib)
|
||||
.build(engine, 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
|
||||
<p>At this point, the app is rendering a sphere, but it is black so it doesn't show up. To prove that
|
||||
the sphere is there, you can try changing the background color to blue via <code>setClearColor</code>, like we
|
||||
did in the first tutorial.</p>
|
||||
<h2>Add lighting</h2>
|
||||
<p>In this section we will create some directional light sources, as well as an image-based light (IBL)
|
||||
defined by one of the KTX files we built at the start of the demo. First, replace the <strong>create
|
||||
lights</strong> comment with the following snippet.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sunlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> sunlight <span style="color: #666666">=</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);
|
||||
.color([<span style="color: #666666">0.98</span>, <span style="color: #666666">0.92</span>, <span style="color: #666666">0.89</span>])
|
||||
.intensity(<span style="color: #666666">110000.0</span>)
|
||||
.direction([<span style="color: #666666">0.6</span>, <span style="color: #666666">-1.0</span>, <span style="color: #666666">-0.8</span>])
|
||||
.sunAngularRadius(<span style="color: #666666">1.9</span>)
|
||||
.sunHaloSize(<span style="color: #666666">10.0</span>)
|
||||
.sunHaloFalloff(<span style="color: #666666">80.0</span>)
|
||||
.build(engine, 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: #008000; font-weight: bold">const</span> backlight <span style="color: #666666">=</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);
|
||||
.direction([<span style="color: #666666">-1</span>, <span style="color: #666666">0</span>, <span style="color: #666666">1</span>])
|
||||
.intensity(<span style="color: #666666">50000.0</span>)
|
||||
.build(engine, 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: #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;
|
||||
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> format <span style="color: #666666">=</span> Filament.PixelDataFormat.RGB;
|
||||
<span style="color: #008000; font-weight: bold">const</span> datatype <span style="color: #666666">=</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: #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> ibl_package <span style="color: #666666">=</span> Filament.Buffer(Filament.assets[ibl_url]);
|
||||
<span style="color: #008000; font-weight: bold">const</span> iblktx <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</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>.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">const</span> ibltex <span style="color: #666666">=</span> Filament.Texture.Builder()
|
||||
.width(iblktx.info().pixelWidth)
|
||||
.height(iblktx.info().pixelHeight)
|
||||
.levels(iblktx.getNumMipLevels())
|
||||
.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
|
||||
.format(Filament.Texture$InternalFormat.RGBA8)
|
||||
.build(engine);
|
||||
|
||||
<span style="color: #008000; font-weight: bold">for</span><span style="color: #bbbbbb"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span>iblktx.getNumMipLevels();<span style="color: #bbbbbb"> </span><span style="color: #666666">++</span>level)<span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">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: #008000; font-weight: bold">for</span> (<span style="color: #008000; font-weight: bold">let</span> level <span style="color: #666666">=</span> <span style="color: #666666">0</span>; level <span style="color: #666666"><</span> iblktx.getNumMipLevels(); <span style="color: #666666">++</span>level) {
|
||||
<span style="color: #008000; font-weight: bold">const</span> uint8array <span style="color: #666666">=</span> iblktx.getCubeBlob(level).getBytes();
|
||||
<span style="color: #008000; font-weight: bold">const</span> pixelbuffer <span style="color: #666666">=</span> Filament.PixelBuffer(uint8array, format, datatype);
|
||||
ibltex.setImageCube(engine, level, pixelbuffer);
|
||||
}
|
||||
|
||||
<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: #008000; font-weight: bold">const</span> shstring <span style="color: #666666">=</span> iblktx.getMetadata(<span style="color: #BA2121">'sh'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span> shfloats <span style="color: #666666">=</span> shstring.split(<span style="color: #A45A77">/\s/</span>, <span style="color: #666666">9</span> <span style="color: #666666">*</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: #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);
|
||||
<span style="color: #008000; font-weight: bold">const</span> indirectLight <span style="color: #666666">=</span> Filament.IndirectLight.Builder()
|
||||
.reflections(ibltex)
|
||||
.irradianceSh(<span style="color: #666666">3</span>, shfloats)
|
||||
.intensity(<span style="color: #666666">50000.0</span>)
|
||||
.build(engine);
|
||||
|
||||
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);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> indirectLight <span style="color: #666666">=</span> engine.createIblFromKtx(ibl_url);
|
||||
indirectLight.setIntensity(<span style="color: #666666">50000</span>);
|
||||
scene.setIndirectLight(indirectLight);
|
||||
</pre></div>
|
||||
@@ -253,31 +253,31 @@ scene.setIndirectLight(indirectLight);
|
||||
<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: #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);
|
||||
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> sky_package <span style="color: #666666">=</span> Filament.Buffer(Filament.assets[sky_url]);
|
||||
<span style="color: #008000; font-weight: bold">const</span> skyktx <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</span> Filament.Ktx1Bundle(sky_package);
|
||||
<span style="color: #008000; font-weight: bold">const</span> skytex <span style="color: #666666">=</span> Filament.Texture.Builder()
|
||||
.width(skyktx.info().pixelWidth)
|
||||
.height(skyktx.info().pixelHeight)
|
||||
.levels(<span style="color: #666666">1</span>)
|
||||
.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
|
||||
.format(Filament.Texture$InternalFormat.RGBA8)
|
||||
.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: #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);
|
||||
<span style="color: #008000; font-weight: bold">const</span> uint8array <span style="color: #666666">=</span> skyktx.getCubeBlob(<span style="color: #666666">0</span>).getBytes();
|
||||
<span style="color: #008000; font-weight: bold">const</span> pixelbuffer <span style="color: #666666">=</span> Filament.PixelBuffer(uint8array, format, datatype);
|
||||
skytex.setImageCube(engine, <span style="color: #666666">0</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);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> skybox <span style="color: #666666">=</span> engine.createSkyFromKtx(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
|
||||
<p>That's it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
|
||||
available <a href="tutorial_redball.js">here</a>.</p>
|
||||
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'll take a closer look at textures and interaction.</p>
|
||||
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'll take a closer look at textures and interaction.</p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
||||
@@ -70,10 +70,10 @@ class App {
|
||||
.direction([-1, 0, 1])
|
||||
.intensity(50000.0)
|
||||
.build(engine, backlight);
|
||||
const indirectLight = engine.createIblFromKtx1(ibl_url);
|
||||
const indirectLight = engine.createIblFromKtx(ibl_url);
|
||||
indirectLight.setIntensity(50000);
|
||||
scene.setIndirectLight(indirectLight);
|
||||
const skybox = engine.createSkyFromKtx1(sky_url);
|
||||
const skybox = engine.createSkyFromKtx(sky_url);
|
||||
scene.setSkybox(skybox);
|
||||
this.swapChain = engine.createSwapChain();
|
||||
this.renderer = engine.createRenderer();
|
||||
|
||||
+113
-113
@@ -8,59 +8,59 @@
|
||||
<div class="demo_frame"><iframe src="demo_suzanne.html"></iframe><a href="demo_suzanne.html">🔗</a></div>
|
||||
<p>This tutorial will describe how to create the <strong>suzanne</strong> demo, introducing you to compressed
|
||||
textures, mipmap generation, asynchronous texture loading, and trackball rotation.</p>
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you'll need to use the command-line tools that can be found in
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you'll need to use the command-line tools that can be found in
|
||||
the appropriate <a href="//github.com/google/filament/releases">Filament release</a> for your development machine. In addition to <code>matc</code> and <code>cmgen</code>,
|
||||
we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
|
||||
we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
|
||||
<h2>Create filamesh file</h2>
|
||||
<p>Filament does not have an asset loading system, but it does provide a binary mesh format
|
||||
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
|
||||
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
|
||||
converting <a href="https://github.com/google/filament/blob/main/assets/models/monkey/monkey.obj">this OBJ file</a>:</p>
|
||||
<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
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>filamesh --compress monkey.obj suzanne.filamesh
|
||||
</pre></div>
|
||||
|
||||
<h2>Create mipmapped textures</h2>
|
||||
<p>Next, let's create mipmapped KTX files using filament's <code>mipgen</code> tool. We'll create compressed and
|
||||
<p>Next, let's create mipmapped KTX files using filament's <code>mipgen</code> tool. We'll create compressed and
|
||||
non-compressed variants for each texture, since not all platforms support the same compression
|
||||
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<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
|
||||
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
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the normal map and a compressed variant.</span>
|
||||
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
|
||||
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
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component roughness map and a compressed variant.</span>
|
||||
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
|
||||
mipgen --grayscale roughness.png roughness.ktx
|
||||
mipgen --grayscale --compression<span style="color: #666666">=</span>etc_r11_numeric_40 roughness.png roughness_etc.ktx
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component metallic map and a compressed variant.</span>
|
||||
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
|
||||
mipgen --grayscale metallic.png metallic.ktx
|
||||
mipgen --grayscale --compression<span style="color: #666666">=</span>etc_r11_numeric_40 metallic.png metallic_etc.ktx
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component occlusion map and a compressed variant.</span>
|
||||
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
|
||||
mipgen --grayscale ao.png ao.ktx
|
||||
mipgen --grayscale --compression<span style="color: #666666">=</span>etc_r11_numeric_40 ao.png ao_etc.ktx
|
||||
</pre></div>
|
||||
|
||||
<p>For more information on mipgen's arguments and supported formats, do <code>mipgen --help</code>.</p>
|
||||
<p>In a production setting, you'd want to invoke these commands with a script or build system.</p>
|
||||
<p>For more information on mipgen's arguments and supported formats, do <code>mipgen --help</code>.</p>
|
||||
<p>In a production setting, you'd want to invoke these commands with a script or build system.</p>
|
||||
<h2>Bake environment map</h2>
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
|
||||
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/venetian_crossroads_2k.hdr">venetian_crossroads_2k.hdr</a>, then invoke the following commands in your terminal.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<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>-
|
||||
<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> -
|
||||
|
||||
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
|
||||
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
|
||||
</pre></div>
|
||||
|
||||
<h2>Define textured material</h2>
|
||||
<p>You might recall the <code>filamat</code> file we generated in the previous tutorial for red plastic. For this
|
||||
demo, we'll create a material that uses textures for several parameters.</p>
|
||||
demo, we'll create a material that uses textures for several parameters.</p>
|
||||
<p>Create the following text file and call it <code>textured.mat</code>. Note that our material definition now
|
||||
requires a <code>uv0</code> attribute.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
|
||||
@@ -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<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
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc -a opengl -p mobile -o textured.filamat textured.mat
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a material archive in your working directory. For the suzanne asset, the normal
|
||||
@@ -103,63 +103,63 @@ tutorial</a>. Change the last script tag from <code>redball.js</code> to <code>s
|
||||
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>
|
||||
|
||||
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>]);
|
||||
Filament.init([ filamat_url, filamesh_url, sky_small_url, ibl_url ], () => {
|
||||
<span style="color: #008000">window</span>.app <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</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: #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: #008000; font-weight: bold">class</span> App {
|
||||
<span style="color: #008000; font-weight: bold">constructor</span>(canvas) {
|
||||
<span style="color: #008000; font-weight: bold">this</span>.canvas <span style="color: #666666">=</span> canvas;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.engine <span style="color: #666666">=</span> Filament.Engine.create(canvas);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene <span style="color: #666666">=</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: #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: #008000; font-weight: bold">const</span> material <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.matinstance <span style="color: #666666">=</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: #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: #008000; font-weight: bold">const</span> filamesh <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url, <span style="color: #008000; font-weight: bold">this</span>.matinstance);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.suzanne <span style="color: #666666">=</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: #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: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span>
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</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: #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: #008000; font-weight: bold">this</span>.swapChain <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createSwapChain();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createRenderer();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</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: #008000; font-weight: bold">this</span>.render <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.resize <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</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: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);
|
||||
<span style="color: #008000; font-weight: bold">const</span> eye <span style="color: #666666">=</span> [<span style="color: #666666">0</span>, <span style="color: #666666">0</span>, <span style="color: #666666">4</span>], center <span style="color: #666666">=</span> [<span style="color: #666666">0</span>, <span style="color: #666666">0</span>, <span style="color: #666666">0</span>], up <span style="color: #666666">=</span> [<span style="color: #666666">0</span>, <span style="color: #666666">1</span>, <span style="color: #666666">0</span>];
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye, center, up);
|
||||
|
||||
<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: #008000; font-weight: bold">this</span>.resize();
|
||||
<span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
}
|
||||
|
||||
<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>}
|
||||
render() {
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</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: #008000; font-weight: bold">this</span>.view);
|
||||
<span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
}
|
||||
|
||||
<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]);
|
||||
resize() {
|
||||
<span style="color: #008000; font-weight: bold">const</span> dpr <span style="color: #666666">=</span> <span style="color: #008000">window</span>.devicePixelRatio;
|
||||
<span style="color: #008000; font-weight: bold">const</span> width <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.canvas.width <span style="color: #666666">=</span> <span style="color: #008000">window</span>.innerWidth <span style="color: #666666">*</span> dpr;
|
||||
<span style="color: #008000; font-weight: bold">const</span> height <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.canvas.height <span style="color: #666666">=</span> <span style="color: #008000">window</span>.innerHeight <span style="color: #666666">*</span> dpr;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>, <span style="color: #666666">0</span>, width, 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: #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$Fov,<span style="color: #bbbbbb"> </span>fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1</span><span style="color: #bbbbbb"> </span><span style="color: #666666">?</span><span style="color: #bbbbbb"> </span>Fov.HORIZONTAL<span style="color: #bbbbbb"> </span><span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>Fov.VERTICAL;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>fov);
|
||||
<span style="color: #bbbbbb"> </span>}
|
||||
<span style="color: #008000; font-weight: bold">const</span> aspect <span style="color: #666666">=</span> width <span style="color: #666666">/</span> height;
|
||||
<span style="color: #008000; font-weight: bold">const</span> Fov <span style="color: #666666">=</span> Filament.Camera$Fov, fov <span style="color: #666666">=</span> aspect <span style="color: #666666"><</span> <span style="color: #666666">1</span> <span style="color: #666666">?</span> Fov.HORIZONTAL <span style="color: #666666">:</span> Fov.VERTICAL;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>, aspect, <span style="color: #666666">1.0</span>, <span style="color: #666666">10.0</span>, fov);
|
||||
}
|
||||
}
|
||||
</pre></div>
|
||||
|
||||
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
|
||||
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
|
||||
the other assets after construction. By using a progressive loading strategy, we can reduce the
|
||||
perceived load time.</p>
|
||||
<p>Next we need to supply the URLs for various assets. This is actually a bit tricky, because different
|
||||
@@ -172,27 +172,27 @@ 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: #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>);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> albedo_suffix <span style="color: #666666">=</span> Filament.getSupportedFormatSuffix(<span style="color: #BA2121">'astc s3tc_srgb'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span> texture_suffix <span style="color: #666666">=</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: #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">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'textured.filamat'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'suzanne.filamesh'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> environ <span style="color: #666666">=</span> <span style="color: #BA2121">'venetian_crossroads_2k'</span>
|
||||
<span style="color: #008000; font-weight: bold">const</span> ibl_url <span style="color: #666666">=</span> <span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> sky_small_url <span style="color: #666666">=</span> <span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox_tiny.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> sky_large_url <span style="color: #666666">=</span> <span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> albedo_url <span style="color: #666666">=</span> <span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</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> ao_url <span style="color: #666666">=</span> <span style="color: #BA2121">`ao</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> metallic_url <span style="color: #666666">=</span> <span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</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> normal_url <span style="color: #666666">=</span> <span style="color: #BA2121">`normal</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> roughness_url <span style="color: #666666">=</span> <span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</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> filamat_url <span style="color: #666666">=</span> <span style="color: #BA2121">'textured.filamat'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> filamesh_url <span style="color: #666666">=</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);
|
||||
<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: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx(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 <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx(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>
|
||||
@@ -200,36 +200,36 @@ last resort. Go ahead and replace the <strong>declare asset URLs</strong> commen
|
||||
<p>This allows users to see a reasonable background fairly quickly, before larger assets have finished
|
||||
loading in.</p>
|
||||
<h2>Fetch assets asychronously</h2>
|
||||
<p>Next we'll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
|
||||
<p>Next we'll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
|
||||
very similar to <code>Filament.init</code>. It takes a list of asset URLs and a callback function that triggers
|
||||
when the assets have finished downloading.</p>
|
||||
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
|
||||
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
|
||||
recreate the skybox using a higher-resolution texture. As a last step we unhide the renderable that
|
||||
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: #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);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>Filament.fetch([sky_large_url, albedo_url, roughness_url, metallic_url, normal_url, ao_url], () => {
|
||||
<span style="color: #008000; font-weight: bold">const</span> albedo <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx(albedo_url, {srgb<span style="color: #666666">:</span> <span style="color: #008000; font-weight: bold">true</span>});
|
||||
<span style="color: #008000; font-weight: bold">const</span> roughness <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx(roughness_url);
|
||||
<span style="color: #008000; font-weight: bold">const</span> metallic <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx(metallic_url);
|
||||
<span style="color: #008000; font-weight: bold">const</span> normal <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx(normal_url);
|
||||
<span style="color: #008000; font-weight: bold">const</span> ao <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx(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>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: #008000; font-weight: bold">const</span> sampler <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</span> Filament.TextureSampler(
|
||||
Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
|
||||
Filament.MagFilter.LINEAR,
|
||||
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: #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: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'albedo'</span>, albedo, sampler);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'roughness'</span>, roughness, sampler);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'metallic'</span>, metallic, sampler);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'normal'</span>, normal, sampler);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'ao'</span>, ao, 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: #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: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</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: #008000; font-weight: bold">this</span>.skybox <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx(sky_large_url);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
|
||||
});
|
||||
</pre></div>
|
||||
|
||||
@@ -241,16 +241,16 @@ 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>});
|
||||
<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: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</span> Trackball(canvas, {startSpin<span style="color: #666666">:</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: #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());
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> tcm <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
|
||||
<span style="color: #008000; font-weight: bold">const</span> inst <span style="color: #666666">=</span> tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
|
||||
tcm.setTransform(inst, <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
|
||||
<p>That's it, we now have a fast-loading interactive demo. The complete JavaScript file is available
|
||||
<a href="tutorial_suzanne.js">here</a>.</p>
|
||||
|
||||
</body>
|
||||
|
||||
@@ -23,9 +23,9 @@ class App {
|
||||
this.matinstance = material.createInstance();
|
||||
const filamesh = this.engine.loadFilamesh(filamesh_url, this.matinstance);
|
||||
this.suzanne = filamesh.renderable;
|
||||
this.skybox = this.engine.createSkyFromKtx1(sky_small_url);
|
||||
this.skybox = this.engine.createSkyFromKtx(sky_small_url);
|
||||
this.scene.setSkybox(this.skybox);
|
||||
this.indirectLight = this.engine.createIblFromKtx1(ibl_url);
|
||||
this.indirectLight = this.engine.createIblFromKtx(ibl_url);
|
||||
this.indirectLight.setIntensity(100000);
|
||||
this.scene.setIndirectLight(this.indirectLight);
|
||||
this.trackball = new Trackball(canvas, {
|
||||
@@ -33,13 +33,13 @@ class App {
|
||||
});
|
||||
Filament.fetch([sky_large_url, albedo_url, roughness_url, metallic_url, normal_url, ao_url],
|
||||
() => {
|
||||
const albedo = this.engine.createTextureFromKtx1(albedo_url, {
|
||||
const albedo = this.engine.createTextureFromKtx(albedo_url, {
|
||||
srgb: true
|
||||
});
|
||||
const roughness = this.engine.createTextureFromKtx1(roughness_url);
|
||||
const metallic = this.engine.createTextureFromKtx1(metallic_url);
|
||||
const normal = this.engine.createTextureFromKtx1(normal_url);
|
||||
const ao = this.engine.createTextureFromKtx1(ao_url);
|
||||
const roughness = this.engine.createTextureFromKtx(roughness_url);
|
||||
const metallic = this.engine.createTextureFromKtx(metallic_url);
|
||||
const normal = this.engine.createTextureFromKtx(normal_url);
|
||||
const ao = this.engine.createTextureFromKtx(ao_url);
|
||||
const sampler = new Filament.TextureSampler(Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
|
||||
Filament.MagFilter.LINEAR, Filament.WrapMode.CLAMP_TO_EDGE);
|
||||
this.matinstance.setTextureParameter('albedo', albedo, sampler);
|
||||
@@ -49,7 +49,7 @@ class App {
|
||||
this.matinstance.setTextureParameter('ao', ao, sampler);
|
||||
// Replace low-res skybox with high-res skybox.
|
||||
this.engine.destroySkybox(this.skybox);
|
||||
this.skybox = this.engine.createSkyFromKtx1(sky_large_url);
|
||||
this.skybox = this.engine.createSkyFromKtx(sky_large_url);
|
||||
this.scene.setSkybox(this.skybox);
|
||||
this.scene.addEntity(this.suzanne);
|
||||
});
|
||||
|
||||
@@ -8,9 +8,9 @@
|
||||
<div class="demo_frame"><iframe src="demo_triangle.html"></iframe><a href="demo_triangle.html">🔗</a></div>
|
||||
<h2>Literate programming</h2>
|
||||
<p>The markdown source for this tutorial is not only used to generate this
|
||||
web page, it's also used to generate the JavaScript for the above demo.
|
||||
web page, it's also used to generate the JavaScript for the above demo.
|
||||
We use a small Python script for weaving (generating HTML) and tangling
|
||||
(generating JS). In the code samples, you'll often see
|
||||
(generating JS). In the code samples, you'll often see
|
||||
<code>// TODO: <some task></code>. These are special markers that get replaced by
|
||||
subsequent code blocks.</p>
|
||||
<h2>Start your project</h2>
|
||||
@@ -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: #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: #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: #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>>
|
||||
@@ -48,62 +48,62 @@ 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: #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>}
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">class</span> App {
|
||||
<span style="color: #008000; font-weight: bold">constructor</span>() {
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: create entities</span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.render <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.resize <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>, <span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
}
|
||||
render() {
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span>
|
||||
<span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
}
|
||||
resize() {
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: adjust viewport and canvas</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>);
|
||||
Filament.init([<span style="color: #BA2121">'triangle.filamat'</span>], () => { <span style="color: #008000">window</span>.app <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</span> App() } );
|
||||
</pre></div>
|
||||
|
||||
<p>The two calls to <code>bind()</code> allow us to pass instance methods as callbacks for animation and resize
|
||||
events.</p>
|
||||
<p><code>Filament.init()</code> consumes two things: a list of asset URLs and a callback.</p>
|
||||
<p>The callback will be triggered only after all assets finish downloading and the Filament module has
|
||||
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'll do most of the
|
||||
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'll do most of the
|
||||
work in its constructor. We also set the app instance into a <code>Window</code> property to make it accessible
|
||||
from the developer console.</p>
|
||||
<p>Go ahead and download <a href="triangle.filamat">triangle.filamat</a> and place it in your project folder.
|
||||
This is a <em>material package</em>, which is a binary file that contains shaders and other bits of data
|
||||
that define a PBR material. We'll learn more about material packages in the next tutorial.</p>
|
||||
that define a PBR material. We'll learn more about material packages in the next tutorial.</p>
|
||||
<h2>Spawn a local server</h2>
|
||||
<p>Because of CORS restrictions, your web app cannot fetch the material package directly from the
|
||||
file system. One way around this is to create a temporary server using Python or node:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>python3<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>
|
||||
<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>
|
||||
</pre></div>
|
||||
|
||||
<p>To see if this works, navigate to <a href="http://localhost:8000">http://localhost:8000</a> and check if you
|
||||
can load the page without any errors appearing in the developer console.</p>
|
||||
<p>Take care not to use Python's simple server in production since it does not serve WebAssembly files
|
||||
<p>Take care not to use Python's simple server in production since it does not serve WebAssembly files
|
||||
with the correct MIME type.</p>
|
||||
<h2>Create the Engine and Scene</h2>
|
||||
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
|
||||
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
|
||||
Filament objects to the app. Insert the following code into the top of the app constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'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);
|
||||
<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: #666666">=</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> engine <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine <span style="color: #666666">=</span> Filament.Engine.create(<span style="color: #008000; font-weight: bold">this</span>.canvas);
|
||||
</pre></div>
|
||||
|
||||
<p>The above snippet creates the <code>Engine</code> by passing it a canvas DOM object. The engine needs the
|
||||
canvas in order to create a WebGL 2.0 context in its contructor.</p>
|
||||
<p>The engine is a factory for many Filament entities, including <code>Scene</code>, which is a flat container of
|
||||
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
|
||||
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
|
||||
scene.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();
|
||||
<span style="color: #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();
|
||||
<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: #666666">=</span> engine.createScene();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.triangle <span style="color: #666666">=</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>
|
||||
|
||||
@@ -112,30 +112,30 @@ The triangle entity in the above snippet does not yet have an associated compone
|
||||
tutorial we will make it into a <em>renderable</em>. Renderables are entities that have associated draw
|
||||
calls.</p>
|
||||
<h2>Construct typed arrays</h2>
|
||||
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
|
||||
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
|
||||
colors array with a 32-bit word for each vertex.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Float32Array</span>([
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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>),
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> TRIANGLE_POSITIONS <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</span> <span style="color: #008000">Float32Array</span>([
|
||||
<span style="color: #666666">1</span>, <span style="color: #666666">0</span>,
|
||||
<span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI <span style="color: #666666">*</span> <span style="color: #666666">2</span> <span style="color: #666666">/</span> <span style="color: #666666">3</span>), <span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI <span style="color: #666666">*</span> <span style="color: #666666">2</span> <span style="color: #666666">/</span> <span style="color: #666666">3</span>),
|
||||
<span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI <span style="color: #666666">*</span> <span style="color: #666666">4</span> <span style="color: #666666">/</span> <span style="color: #666666">3</span>), <span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI <span style="color: #666666">*</span> <span style="color: #666666">4</span> <span style="color: #666666">/</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: #008000; font-weight: bold">const</span> TRIANGLE_COLORS <span style="color: #666666">=</span> <span style="color: #AA22FF; font-weight: bold">new</span> <span style="color: #008000">Uint32Array</span>([<span style="color: #666666">0xffff0000</span>, <span style="color: #666666">0xff00ff00</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: #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$AttributeType;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()
|
||||
<span style="color: #bbbbbb"> </span>.vertexCount(<span style="color: #666666">3</span>)
|
||||
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT2,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">8</span>)
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.COLOR,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.UBYTE4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>)
|
||||
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.COLOR)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);
|
||||
<p>Next we'll use the positions and colors buffers to create a single <code>VertexBuffer</code> object.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> VertexAttribute <span style="color: #666666">=</span> Filament.VertexAttribute;
|
||||
<span style="color: #008000; font-weight: bold">const</span> AttributeType <span style="color: #666666">=</span> Filament.VertexBuffer$AttributeType;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb <span style="color: #666666">=</span> Filament.VertexBuffer.Builder()
|
||||
.vertexCount(<span style="color: #666666">3</span>)
|
||||
.bufferCount(<span style="color: #666666">2</span>)
|
||||
.attribute(VertexAttribute.POSITION, <span style="color: #666666">0</span>, AttributeType.FLOAT2, <span style="color: #666666">0</span>, <span style="color: #666666">8</span>)
|
||||
.attribute(VertexAttribute.COLOR, <span style="color: #666666">1</span>, AttributeType.UBYTE4, <span style="color: #666666">0</span>, <span style="color: #666666">4</span>)
|
||||
.normalized(VertexAttribute.COLOR)
|
||||
.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: #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: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine, <span style="color: #666666">0</span>, TRIANGLE_POSITIONS);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine, <span style="color: #666666">1</span>, TRIANGLE_COLORS);
|
||||
</pre></div>
|
||||
|
||||
<p>The above snippet first creates aliases for two enum types, then constructs the vertex buffer using
|
||||
@@ -147,74 +147,74 @@ self-documenting.</p>
|
||||
<p>Our app sets up two buffer slots in the vertex buffer, and each slot is associated with a single
|
||||
attribute. Alternatively, we could have interleaved or concatenated these attributes into a single
|
||||
buffer slot.</p>
|
||||
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
|
||||
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
|
||||
the integers 0,1,2.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()
|
||||
<span style="color: #bbbbbb"> </span>.indexCount(<span style="color: #666666">3</span>)
|
||||
<span style="color: #bbbbbb"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib <span style="color: #666666">=</span> Filament.IndexBuffer.Builder()
|
||||
.indexCount(<span style="color: #666666">3</span>)
|
||||
.bufferType(Filament.IndexBuffer$IndexType.USHORT)
|
||||
.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: #008000; font-weight: bold">this</span>.ib.setBuffer(engine, <span style="color: #AA22FF; font-weight: bold">new</span> <span style="color: #008000">Uint16Array</span>([<span style="color: #666666">0</span>, <span style="color: #666666">1</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
|
||||
one buffer slot, and it can only contain two types of data (USHORT or UINT).</p>
|
||||
<h2>Finish up initialization</h2>
|
||||
<p>Next let's construct an actual <code>Material</code> from the material package that was downloaded (the
|
||||
<p>Next let's construct an actual <code>Material</code> from the material package that was downloaded (the
|
||||
material is an object; the package is just a binary blob), then extract the default
|
||||
<code>MaterialInstance</code> from the material object. Material instances have concrete values for their
|
||||
parameters, and they can be bound to renderables. We'll learn more about material instances in the
|
||||
parameters, and they can be bound to renderables. We'll learn more about material instances in the
|
||||
next tutorial.</p>
|
||||
<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: #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();
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> mat <span style="color: #666666">=</span> engine.createMaterial(<span style="color: #BA2121">'triangle.filamat'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span> matinst <span style="color: #666666">=</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$PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
.boundingBox({ center<span style="color: #666666">:</span> [<span style="color: #666666">-1</span>, <span style="color: #666666">-1</span>, <span style="color: #666666">-1</span>], halfExtent<span style="color: #666666">:</span> [<span style="color: #666666">1</span>, <span style="color: #666666">1</span>, <span style="color: #666666">1</span>] })
|
||||
.material(<span style="color: #666666">0</span>, matinst)
|
||||
.geometry(<span style="color: #666666">0</span>, Filament.RenderableManager$PrimitiveType.TRIANGLES, <span style="color: #008000; font-weight: bold">this</span>.vb, <span style="color: #008000; font-weight: bold">this</span>.ib)
|
||||
.build(engine, <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
|
||||
<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: #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();
|
||||
<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: #666666">=</span> engine.createSwapChain();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer <span style="color: #666666">=</span> engine.createRenderer();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera <span style="color: #666666">=</span> engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view <span style="color: #666666">=</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: #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: #008000; font-weight: bold">this</span>.renderer.setClearOptions({clearColor<span style="color: #666666">:</span> [<span style="color: #666666">0.0</span>, <span style="color: #666666">0.1</span>, <span style="color: #666666">0.2</span>, <span style="color: #666666">1.0</span>], clear<span style="color: #666666">:</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: #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.
|
||||
<p>At this point, we're done creating all Filament entities, and the code should run without errors.
|
||||
However the canvas is still blank!</p>
|
||||
<h2>Render and resize handlers</h2>
|
||||
<p>Recall that our App class has a skeletal render method, which the browser calls every time it needs
|
||||
to repaint. Often this is 60 times a second.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render()<span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render() {
|
||||
<span style="color: #3D7B7B; font-style: italic">// TODO: render scene</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
|
||||
<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: #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);
|
||||
<span style="color: #008000; font-weight: bold">const</span> radians <span style="color: #666666">=</span> <span style="color: #008000">Date</span>.now() <span style="color: #666666">/</span> <span style="color: #666666">1000</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span> transform <span style="color: #666666">=</span> mat4.fromRotation(mat4.create(), radians, [<span style="color: #666666">0</span>, <span style="color: #666666">0</span>, <span style="color: #666666">1</span>]);
|
||||
<span style="color: #008000; font-weight: bold">const</span> tcm <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
|
||||
<span style="color: #008000; font-weight: bold">const</span> inst <span style="color: #666666">=</span> tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
tcm.setTransform(inst, 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: #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: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain, <span style="color: #008000; font-weight: bold">this</span>.view);
|
||||
</pre></div>
|
||||
|
||||
<p>The first half of our render method obtains the transform component of the triangle entity and uses
|
||||
@@ -225,19 +225,19 @@ that it wants to skip a frame, hence the <code>if</code> statement.</p>
|
||||
<p>One last step. Add the following code to the resize method. This adjusts the resolution of the
|
||||
rendering surface when the window size changes, taking <code>devicePixelRatio</code> into account for high-DPI
|
||||
displays. It also adjusts the camera frustum accordingly.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;
|
||||
<span style="color: #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]);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span> dpr <span style="color: #666666">=</span> <span style="color: #008000">window</span>.devicePixelRatio;
|
||||
<span style="color: #008000; font-weight: bold">const</span> width <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.canvas.width <span style="color: #666666">=</span> <span style="color: #008000">window</span>.innerWidth <span style="color: #666666">*</span> dpr;
|
||||
<span style="color: #008000; font-weight: bold">const</span> height <span style="color: #666666">=</span> <span style="color: #008000; font-weight: bold">this</span>.canvas.height <span style="color: #666666">=</span> <span style="color: #008000">window</span>.innerHeight <span style="color: #666666">*</span> dpr;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>, <span style="color: #666666">0</span>, width, 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: #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$Projection;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #bbbbbb"> </span><span style="color: #666666">-</span>aspect,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span> aspect <span style="color: #666666">=</span> width <span style="color: #666666">/</span> height;
|
||||
<span style="color: #008000; font-weight: bold">const</span> Projection <span style="color: #666666">=</span> Filament.Camera$Projection;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO, <span style="color: #666666">-</span>aspect, aspect, <span style="color: #666666">-1</span>, <span style="color: #666666">1</span>, <span style="color: #666666">0</span>, <span style="color: #666666">1</span>);
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a spinning triangle! The completed JavaScript is available
|
||||
<a href="tutorial_triangle.js">here</a>.</p>
|
||||
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we'll take a closer look at Filament materials and 3D rendering.</p>
|
||||
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we'll take a closer look at Filament materials and 3D rendering.</p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
||||
@@ -17,7 +17,6 @@ set(PUBLIC_HDRS
|
||||
include/filament/Camera.h
|
||||
include/filament/Color.h
|
||||
include/filament/ColorGrading.h
|
||||
include/filament/ColorSpace.h
|
||||
include/filament/DebugRegistry.h
|
||||
include/filament/Engine.h
|
||||
include/filament/Exposure.h
|
||||
@@ -50,10 +49,11 @@ set(PUBLIC_HDRS
|
||||
|
||||
set(SRCS
|
||||
src/AtlasAllocator.cpp
|
||||
src/Box.cpp
|
||||
src/BufferObject.cpp
|
||||
src/Camera.cpp
|
||||
src/Color.cpp
|
||||
src/ColorSpaceUtils.cpp
|
||||
src/ColorSpace.cpp
|
||||
src/Culler.cpp
|
||||
src/DFG.cpp
|
||||
src/DebugRegistry.cpp
|
||||
@@ -135,7 +135,7 @@ set(SRCS
|
||||
set(PRIVATE_HDRS
|
||||
src/Allocators.h
|
||||
src/BufferPoolAllocator.h
|
||||
src/ColorSpaceUtils.h
|
||||
src/ColorSpace.h
|
||||
src/Culler.h
|
||||
src/DFG.h
|
||||
src/FilamentAPI-impl.h
|
||||
@@ -212,7 +212,6 @@ set(MATERIAL_SRCS
|
||||
src/materials/colorGrading/colorGrading.mat
|
||||
src/materials/colorGrading/colorGradingAsSubpass.mat
|
||||
src/materials/colorGrading/customResolveAsSubpass.mat
|
||||
src/materials/debugShadowCascades.mat
|
||||
src/materials/defaultMaterial.mat
|
||||
src/materials/dof/dof.mat
|
||||
src/materials/dof/dofCoc.mat
|
||||
@@ -565,7 +564,6 @@ elseif(WEBGL)
|
||||
else()
|
||||
set(OPTIMIZATION_FLAGS
|
||||
-ffast-math
|
||||
-fno-finite-math-only
|
||||
-ffp-contract=fast
|
||||
# TODO: aggressive vectorization is currently broken on Android
|
||||
# -fslp-vectorize-aggressive
|
||||
@@ -590,7 +588,6 @@ else()
|
||||
-Wgnu-conditional-omitted-operand
|
||||
-Wweak-vtables -Wnon-virtual-dtor -Wclass-varargs -Wimplicit-fallthrough
|
||||
-Wover-aligned
|
||||
-Werror
|
||||
)
|
||||
endif()
|
||||
|
||||
|
||||
@@ -9,7 +9,6 @@ set(GENERATION_ROOT ${CMAKE_CURRENT_BINARY_DIR})
|
||||
# Sources and headers
|
||||
# ==================================================================================================
|
||||
set(PUBLIC_HDRS
|
||||
include/backend/AcquiredImage.h
|
||||
include/backend/BufferDescriptor.h
|
||||
include/backend/CallbackHandler.h
|
||||
include/backend/DriverApiForward.h
|
||||
@@ -37,12 +36,12 @@ set(SRCS
|
||||
src/noop/NoopDriver.cpp
|
||||
src/noop/PlatformNoop.cpp
|
||||
src/Platform.cpp
|
||||
src/PlatformFactory.cpp
|
||||
src/Program.cpp
|
||||
src/SamplerGroup.cpp
|
||||
)
|
||||
|
||||
set(PRIVATE_HDRS
|
||||
include/private/backend/AcquiredImage.h
|
||||
include/private/backend/CircularBuffer.h
|
||||
include/private/backend/CommandBufferQueue.h
|
||||
include/private/backend/CommandStream.h
|
||||
@@ -51,7 +50,6 @@ set(PRIVATE_HDRS
|
||||
include/private/backend/DriverApi.h
|
||||
include/private/backend/DriverAPI.inc
|
||||
include/private/backend/HandleAllocator.h
|
||||
include/private/backend/PlatformFactory.h
|
||||
include/private/backend/SamplerGroup.h
|
||||
src/CommandStreamDispatcher.h
|
||||
src/DataReshaper.h
|
||||
@@ -64,7 +62,6 @@ set(PRIVATE_HDRS
|
||||
|
||||
if (FILAMENT_SUPPORTS_OPENGL AND NOT FILAMENT_USE_EXTERNAL_GLES3 AND NOT FILAMENT_USE_SWIFTSHADER)
|
||||
list(APPEND SRCS
|
||||
include/backend/platforms/OpenGLPlatform.h
|
||||
src/opengl/gl_headers.cpp
|
||||
src/opengl/gl_headers.h
|
||||
src/opengl/GLUtils.cpp
|
||||
@@ -79,6 +76,7 @@ if (FILAMENT_SUPPORTS_OPENGL AND NOT FILAMENT_USE_EXTERNAL_GLES3 AND NOT FILAMEN
|
||||
src/opengl/OpenGLPlatform.cpp
|
||||
src/opengl/OpenGLTimerQuery.cpp
|
||||
src/opengl/OpenGLTimerQuery.h
|
||||
include/private/backend/OpenGLPlatform.h
|
||||
)
|
||||
if (EGL)
|
||||
list(APPEND SRCS src/opengl/platforms/PlatformEGL.cpp)
|
||||
@@ -114,7 +112,7 @@ endif()
|
||||
# ==================================================================================================
|
||||
|
||||
if (FILAMENT_SUPPORTS_METAL)
|
||||
set(METAL_OBJC_SRCS
|
||||
set(METAL_SRCS
|
||||
src/metal/MetalBlitter.mm
|
||||
src/metal/MetalBuffer.mm
|
||||
src/metal/MetalBufferPool.mm
|
||||
@@ -124,21 +122,18 @@ if (FILAMENT_SUPPORTS_METAL)
|
||||
src/metal/MetalExternalImage.mm
|
||||
src/metal/MetalHandles.mm
|
||||
src/metal/MetalPlatform.mm
|
||||
src/metal/MetalResourceTracker.cpp
|
||||
src/metal/MetalState.mm
|
||||
src/metal/MetalTimerQuery.mm
|
||||
src/metal/MetalUtils.mm
|
||||
)
|
||||
|
||||
set(METAL_CPP_SRCS
|
||||
src/metal/MetalResourceTracker.cpp
|
||||
)
|
||||
|
||||
list(APPEND SRCS ${METAL_OBJC_SRCS} ${METAL_CPP_SRCS})
|
||||
list(APPEND SRCS ${METAL_SRCS})
|
||||
|
||||
if (IOS)
|
||||
# Objective-C++ sources need an additional compiler flag on iOS to disable exceptions.
|
||||
set_property(SOURCE
|
||||
${METAL_OBJC_SRCS}
|
||||
${METAL_SRCS}
|
||||
src/opengl/platforms/PlatformCocoaTouchGL.mm
|
||||
src/opengl/platforms/CocoaTouchExternalImage.mm
|
||||
src/opengl/platforms/PlatformCocoaGL.mm
|
||||
@@ -155,7 +150,6 @@ endif()
|
||||
# See root CMakeLists.txt for platforms that support Vulkan
|
||||
if (FILAMENT_SUPPORTS_VULKAN)
|
||||
list(APPEND SRCS
|
||||
include/backend/platforms/VulkanPlatform.h
|
||||
src/vulkan/VulkanBlitter.cpp
|
||||
src/vulkan/VulkanBlitter.h
|
||||
src/vulkan/VulkanBuffer.cpp
|
||||
@@ -179,6 +173,7 @@ if (FILAMENT_SUPPORTS_VULKAN)
|
||||
src/vulkan/VulkanPipelineCache.cpp
|
||||
src/vulkan/VulkanPipelineCache.h
|
||||
src/vulkan/VulkanPlatform.cpp
|
||||
src/vulkan/VulkanPlatform.h
|
||||
src/vulkan/VulkanSamplerCache.cpp
|
||||
src/vulkan/VulkanSamplerCache.h
|
||||
src/vulkan/VulkanStagePool.cpp
|
||||
@@ -332,7 +327,6 @@ elseif(WEBGL)
|
||||
else()
|
||||
set(OPTIMIZATION_FLAGS
|
||||
-ffast-math
|
||||
-fno-finite-math-only
|
||||
-ffp-contract=fast
|
||||
# TODO: aggressive vectorization is currently broken on Android
|
||||
# -fslp-vectorize-aggressive
|
||||
@@ -354,7 +348,6 @@ else()
|
||||
-Wgnu-conditional-omitted-operand
|
||||
-Wweak-vtables -Wnon-virtual-dtor -Wclass-varargs -Wimplicit-fallthrough
|
||||
-Wover-aligned
|
||||
-Werror
|
||||
)
|
||||
endif()
|
||||
|
||||
@@ -412,7 +405,6 @@ if (APPLE)
|
||||
backend
|
||||
getopt
|
||||
gtest
|
||||
filamat
|
||||
SPIRV
|
||||
spirv-cross-glsl)
|
||||
|
||||
|
||||
@@ -42,42 +42,11 @@
|
||||
*/
|
||||
namespace filament::backend {
|
||||
|
||||
/**
|
||||
* Requests a SwapChain with an alpha channel.
|
||||
*/
|
||||
static constexpr uint64_t SWAP_CHAIN_CONFIG_TRANSPARENT = 0x1;
|
||||
|
||||
/**
|
||||
* This flag indicates that the swap chain may be used as a source surface
|
||||
* for reading back render results. This config flag must be set when creating
|
||||
* any SwapChain that will be used as the source for a blit operation.
|
||||
*/
|
||||
static constexpr uint64_t SWAP_CHAIN_CONFIG_READABLE = 0x2;
|
||||
|
||||
/**
|
||||
* Indicates that the native X11 window is an XCB window rather than an XLIB window.
|
||||
* This is ignored on non-Linux platforms and in builds that support only one X11 API.
|
||||
*/
|
||||
static constexpr uint64_t SWAP_CHAIN_CONFIG_ENABLE_XCB = 0x4;
|
||||
|
||||
/**
|
||||
* Indicates that the native window is a CVPixelBufferRef.
|
||||
*
|
||||
* This is only supported by the Metal backend. The CVPixelBuffer must be in the
|
||||
* kCVPixelFormatType_32BGRA format.
|
||||
*
|
||||
* It is not necessary to add an additional retain call before passing the pixel buffer to
|
||||
* Filament. Filament will call CVPixelBufferRetain during Engine::createSwapChain, and
|
||||
* CVPixelBufferRelease when the swap chain is destroyed.
|
||||
*/
|
||||
static constexpr uint64_t SWAP_CHAIN_CONFIG_APPLE_CVPIXELBUFFER = 0x8;
|
||||
|
||||
/**
|
||||
* Indicates that the SwapChain must automatically perform linear to srgb encoding.
|
||||
*/
|
||||
static constexpr uint64_t SWAP_CHAIN_CONFIG_SRGB_COLORSPACE = 0x10;
|
||||
|
||||
|
||||
static constexpr size_t MAX_VERTEX_ATTRIBUTE_COUNT = 16; // This is guaranteed by OpenGL ES.
|
||||
static constexpr size_t MAX_SAMPLER_COUNT = 62; // Maximum needed at feature level 3.
|
||||
static constexpr size_t MAX_VERTEX_BUFFER_COUNT = 16; // Max number of bound buffer objects.
|
||||
@@ -429,18 +398,6 @@ enum class CompressedPixelDataType : uint16_t {
|
||||
SRGB8_ALPHA8_ASTC_10x10,
|
||||
SRGB8_ALPHA8_ASTC_12x10,
|
||||
SRGB8_ALPHA8_ASTC_12x12,
|
||||
|
||||
// RGTC formats available with a GLES extension
|
||||
RED_RGTC1, // BC4 unsigned
|
||||
SIGNED_RED_RGTC1, // BC4 signed
|
||||
RED_GREEN_RGTC2, // BC5 unsigned
|
||||
SIGNED_RED_GREEN_RGTC2, // BC5 signed
|
||||
|
||||
// BPTC formats available with a GLES extension
|
||||
RGB_BPTC_SIGNED_FLOAT, // BC6H signed
|
||||
RGB_BPTC_UNSIGNED_FLOAT,// BC6H unsigned
|
||||
RGBA_BPTC_UNORM, // BC7
|
||||
SRGB_ALPHA_BPTC_UNORM, // BC7 sRGB
|
||||
};
|
||||
|
||||
/** Supported texel formats
|
||||
@@ -595,18 +552,6 @@ enum class TextureFormat : uint16_t {
|
||||
SRGB8_ALPHA8_ASTC_10x10,
|
||||
SRGB8_ALPHA8_ASTC_12x10,
|
||||
SRGB8_ALPHA8_ASTC_12x12,
|
||||
|
||||
// RGTC formats available with a GLES extension
|
||||
RED_RGTC1, // BC4 unsigned
|
||||
SIGNED_RED_RGTC1, // BC4 signed
|
||||
RED_GREEN_RGTC2, // BC5 unsigned
|
||||
SIGNED_RED_GREEN_RGTC2, // BC5 signed
|
||||
|
||||
// BPTC formats available with a GLES extension
|
||||
RGB_BPTC_SIGNED_FLOAT, // BC6H signed
|
||||
RGB_BPTC_UNSIGNED_FLOAT,// BC6H unsigned
|
||||
RGBA_BPTC_UNORM, // BC7
|
||||
SRGB_ALPHA_BPTC_UNORM, // BC7 sRGB
|
||||
};
|
||||
|
||||
//! Bitmask describing the intended Texture Usage
|
||||
@@ -687,7 +632,7 @@ static constexpr bool isSignedIntFormat(TextureFormat format) {
|
||||
}
|
||||
}
|
||||
|
||||
//! returns whether this format is a compressed format
|
||||
//! returns whether this format a compressed format
|
||||
static constexpr bool isCompressedFormat(TextureFormat format) noexcept {
|
||||
return format >= TextureFormat::EAC_R11;
|
||||
}
|
||||
@@ -697,7 +642,7 @@ static constexpr bool isETC2Compression(TextureFormat format) noexcept {
|
||||
return format >= TextureFormat::EAC_R11 && format <= TextureFormat::ETC2_EAC_SRGBA8;
|
||||
}
|
||||
|
||||
//! returns whether this format is an S3TC compressed format
|
||||
//! returns whether this format is an ETC3 compressed format
|
||||
static constexpr bool isS3TCCompression(TextureFormat format) noexcept {
|
||||
return format >= TextureFormat::DXT1_RGB && format <= TextureFormat::DXT5_SRGBA;
|
||||
}
|
||||
@@ -706,16 +651,6 @@ static constexpr bool isS3TCSRGBCompression(TextureFormat format) noexcept {
|
||||
return format >= TextureFormat::DXT1_SRGB && format <= TextureFormat::DXT5_SRGBA;
|
||||
}
|
||||
|
||||
//! returns whether this format is an RGTC compressed format
|
||||
static constexpr bool isRGTCCompression(TextureFormat format) noexcept {
|
||||
return format >= TextureFormat::RED_RGTC1 && format <= TextureFormat::SIGNED_RED_GREEN_RGTC2;
|
||||
}
|
||||
|
||||
//! returns whether this format is an BPTC compressed format
|
||||
static constexpr bool isBPTCCompression(TextureFormat format) noexcept {
|
||||
return format >= TextureFormat::RGB_BPTC_SIGNED_FLOAT && format <= TextureFormat::SRGB_ALPHA_BPTC_UNORM;
|
||||
}
|
||||
|
||||
static constexpr bool isASTCCompression(TextureFormat format) noexcept {
|
||||
return format >= TextureFormat::RGBA_ASTC_4x4 && format <= TextureFormat::SRGB8_ALPHA8_ASTC_12x12;
|
||||
}
|
||||
|
||||
@@ -279,8 +279,8 @@ public:
|
||||
break;
|
||||
}
|
||||
|
||||
size_t const bpr = bpp * stride;
|
||||
size_t const bprAligned = (bpr + (alignment - 1)) & (~alignment + 1);
|
||||
size_t bpr = bpp * stride;
|
||||
size_t bprAligned = (bpr + (alignment - 1)) & (~alignment + 1);
|
||||
return bprAligned * height;
|
||||
}
|
||||
|
||||
|
||||
@@ -23,28 +23,22 @@
|
||||
|
||||
#include <utils/compiler.h>
|
||||
|
||||
namespace filament::backend {
|
||||
namespace filament {
|
||||
namespace backend {
|
||||
|
||||
class Driver;
|
||||
|
||||
/**
|
||||
* Platform is an interface that abstracts how the backend (also referred to as Driver) is
|
||||
* created. The backend provides several common Platform concrete implementations, which are
|
||||
* selected automatically. It is possible however to provide a custom Platform when creating
|
||||
* the filament Engine.
|
||||
*/
|
||||
class UTILS_PUBLIC Platform {
|
||||
public:
|
||||
struct SwapChain {};
|
||||
struct Fence {};
|
||||
struct Stream {};
|
||||
struct ExternalTexture {
|
||||
uintptr_t image = 0;
|
||||
};
|
||||
|
||||
struct DriverConfig {
|
||||
/*
|
||||
* size of handle arena in bytes. Setting to 0 indicates default value is to be used.
|
||||
* Driver clamps to valid values.
|
||||
*/
|
||||
size_t handleArenaSize = 0;
|
||||
size_t handleArenaSize = 0; // size of handle arena in bytes. Setting to 0 indicates default value is to be used. Driver clamps to valid values.
|
||||
};
|
||||
|
||||
virtual ~Platform() noexcept;
|
||||
@@ -68,8 +62,7 @@ public:
|
||||
*
|
||||
* @return nullptr on failure, or a pointer to the newly created driver.
|
||||
*/
|
||||
virtual backend::Driver* createDriver(void* sharedContext,
|
||||
const DriverConfig& driverConfig) noexcept = 0;
|
||||
virtual backend::Driver* createDriver(void* sharedContext, const DriverConfig& driverConfig) noexcept = 0;
|
||||
|
||||
/**
|
||||
* Processes the platform's event queue when called from its primary event-handling thread.
|
||||
@@ -78,9 +71,39 @@ public:
|
||||
* on platforms that need it, such as macOS + OpenGL. Returns false if this is not the main
|
||||
* thread, or if the platform does not need to perform any special processing.
|
||||
*/
|
||||
virtual bool pumpEvents() noexcept;
|
||||
virtual bool pumpEvents() noexcept { return false; }
|
||||
};
|
||||
|
||||
|
||||
class UTILS_PUBLIC DefaultPlatform : public Platform {
|
||||
public:
|
||||
~DefaultPlatform() noexcept override;
|
||||
|
||||
/**
|
||||
* Creates a Platform configured for the requested backend if available
|
||||
*
|
||||
* @param backendHint Preferred backend, if not available the backend most suitable for the
|
||||
* underlying platform is returned and \p backendHint is updated
|
||||
* accordingly. Can't be nullptr.
|
||||
*
|
||||
* @return A pointer to the Platform object.
|
||||
*
|
||||
* @see destroy
|
||||
*/
|
||||
static DefaultPlatform* create(backend::Backend* backendHint) noexcept;
|
||||
|
||||
/**
|
||||
* Destroys a Platform object returned by create()
|
||||
*
|
||||
* @param platform a reference (as a pointer) to the DefaultPlatform pointer to destroy.
|
||||
* \p platform is cleared upon return.
|
||||
*
|
||||
* @see create
|
||||
*/
|
||||
static void destroy(DefaultPlatform** platform) noexcept;
|
||||
};
|
||||
|
||||
} // namespace backend
|
||||
} // namespace filament
|
||||
|
||||
#endif // TNT_FILAMENT_BACKEND_PLATFORM_H
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
# include/backend Headers
|
||||
|
||||
Headers in `include/backend/` are fully public, in particular they can be included in filament's
|
||||
public headers.
|
||||
@@ -1,261 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2015 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_PRIVATE_OPENGLPLATFORM_H
|
||||
#define TNT_FILAMENT_BACKEND_PRIVATE_OPENGLPLATFORM_H
|
||||
|
||||
#include <backend/AcquiredImage.h>
|
||||
#include <backend/Platform.h>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
class Driver;
|
||||
|
||||
/**
|
||||
* A Platform interface that creates an OpenGL backend.
|
||||
*
|
||||
* WARNING: None of the methods below are allowed to change the GL state and must restore it
|
||||
* upon return.
|
||||
*
|
||||
*/
|
||||
class OpenGLPlatform : public Platform {
|
||||
protected:
|
||||
|
||||
/*
|
||||
* Derived classes can use this to instantiate the default OpenGLDriver backend.
|
||||
* This is typically called from your implementation of createDriver()
|
||||
*/
|
||||
static Driver* createDefaultDriver(OpenGLPlatform* platform,
|
||||
void* sharedContext, const DriverConfig& driverConfig);
|
||||
|
||||
~OpenGLPlatform() noexcept override;
|
||||
|
||||
public:
|
||||
|
||||
struct ExternalTexture {
|
||||
unsigned int target; // GLenum target
|
||||
unsigned int id; // GLuint id
|
||||
};
|
||||
|
||||
/**
|
||||
* Called by the driver to destroy the OpenGL context. This should clean up any windows
|
||||
* or buffers from initialization. This is for instance where `eglDestroyContext` would be
|
||||
* called.
|
||||
*/
|
||||
virtual void terminate() noexcept = 0;
|
||||
|
||||
/**
|
||||
* Called by the driver to create a SwapChain for this driver.
|
||||
*
|
||||
* @param nativeWindow a token representing the native window. See concrete implementation
|
||||
* for details.
|
||||
* @param flags extra flags used by the implementation, see filament::SwapChain
|
||||
* @return The driver's SwapChain object.
|
||||
*
|
||||
*/
|
||||
virtual SwapChain* createSwapChain(void* nativeWindow, uint64_t flags) noexcept = 0;
|
||||
|
||||
/**
|
||||
* Return whether createSwapChain supports the SWAP_CHAIN_CONFIG_SRGB_COLORSPACE flag.
|
||||
* The default implementation returns false.
|
||||
*
|
||||
* @return true if SWAP_CHAIN_CONFIG_SRGB_COLORSPACE is supported, false otherwise.
|
||||
*/
|
||||
virtual bool isSRGBSwapChainSupported() const noexcept;
|
||||
|
||||
/**
|
||||
* Called by the driver create a headless SwapChain.
|
||||
*
|
||||
* @param width width of the buffer
|
||||
* @param height height of the buffer
|
||||
* @param flags extra flags used by the implementation, see filament::SwapChain
|
||||
* @return The driver's SwapChain object.
|
||||
*
|
||||
* TODO: we need a more generic way of passing construction parameters
|
||||
* A void* might be enough.
|
||||
*/
|
||||
virtual SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept = 0;
|
||||
|
||||
/**
|
||||
* Called by the driver to destroys the SwapChain
|
||||
* @param swapChain SwapChain to be destroyed.
|
||||
*/
|
||||
virtual void destroySwapChain(SwapChain* swapChain) noexcept = 0;
|
||||
|
||||
/**
|
||||
* Called by the driver to establish the default FBO. The default implementation returns 0.
|
||||
* @return a GLuint casted to a uint32_t that is an OpenGL framebuffer object.
|
||||
*/
|
||||
virtual uint32_t createDefaultRenderTarget() noexcept;
|
||||
|
||||
/**
|
||||
* Called by the driver to make the OpenGL context active on the calling thread and bind
|
||||
* the drawSwapChain to the default render target (FBO) created with createDefaultRenderTarget.
|
||||
* @param drawSwapChain SwapChain to draw to. It must be bound to the default FBO.
|
||||
* @param readSwapChain SwapChain to read from (for operation like `glBlitFramebuffer`)
|
||||
*/
|
||||
virtual void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept = 0;
|
||||
|
||||
/**
|
||||
* Called by the driver once the current frame finishes drawing. Typically, this should present
|
||||
* the drawSwapChain. This is for example where `eglMakeCurrent()` would be called.
|
||||
* @param swapChain the SwapChain to present.
|
||||
*/
|
||||
virtual void commit(SwapChain* swapChain) noexcept = 0;
|
||||
|
||||
/**
|
||||
* Set the time the next committed buffer should be presented to the user at.
|
||||
*
|
||||
* @param presentationTimeInNanosecond time in the future in nanosecond. The clock used depends
|
||||
* on the concrete platform implementation.
|
||||
*/
|
||||
virtual void setPresentationTime(int64_t presentationTimeInNanosecond) noexcept;
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// Fence support
|
||||
|
||||
/**
|
||||
* Can this implementation create a Fence.
|
||||
* @return true if supported, false otherwise. The default implementation returns false.
|
||||
*/
|
||||
virtual bool canCreateFence() noexcept;
|
||||
|
||||
/**
|
||||
* Creates a Fence (e.g. eglCreateSyncKHR). This must be implemented if `canCreateFence`
|
||||
* returns true. Fences are used for frame pacing.
|
||||
*
|
||||
* @return A Fence object. The default implementation returns nullptr.
|
||||
*/
|
||||
virtual Fence* createFence() noexcept;
|
||||
|
||||
/**
|
||||
* Destroys a Fence object. The default implementation does nothing.
|
||||
*
|
||||
* @param fence Fence to destroy.
|
||||
*/
|
||||
virtual void destroyFence(Fence* fence) noexcept;
|
||||
|
||||
/**
|
||||
* Waits on a Fence.
|
||||
*
|
||||
* @param fence Fence to wait on.
|
||||
* @param timeout Timeout.
|
||||
* @return Whether the fence signaled or timed out. See backend::FenceStatus.
|
||||
* The default implementation always return backend::FenceStatus::ERROR.
|
||||
*/
|
||||
virtual backend::FenceStatus waitFence(Fence* fence, uint64_t timeout) noexcept;
|
||||
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// Streaming support
|
||||
|
||||
/**
|
||||
* Creates a Stream from a native Stream.
|
||||
*
|
||||
* WARNING: This is called synchronously from the application thread (NOT the Driver thread)
|
||||
*
|
||||
* @param nativeStream The native stream, this parameter depends on the concrete implementation.
|
||||
* @return A new Stream object.
|
||||
*/
|
||||
virtual Stream* createStream(void* nativeStream) noexcept;
|
||||
|
||||
/**
|
||||
* Destroys a Stream.
|
||||
* @param stream Stream to destroy.
|
||||
*/
|
||||
virtual void destroyStream(Stream* stream) noexcept;
|
||||
|
||||
/**
|
||||
* The specified stream takes ownership of the texture (tname) object
|
||||
* Once attached, the texture is automatically updated with the Stream's content, which
|
||||
* could be a video stream for instance.
|
||||
*
|
||||
* @param stream Stream to take ownership of the texture
|
||||
* @param tname GL texture id to "bind" to the Stream.
|
||||
*/
|
||||
virtual void attach(Stream* stream, intptr_t tname) noexcept;
|
||||
|
||||
/**
|
||||
* Destroys the texture associated to the stream
|
||||
* @param stream Stream to detach from its texture
|
||||
*/
|
||||
virtual void detach(Stream* stream) noexcept;
|
||||
|
||||
/**
|
||||
* Updates the content of the texture attached to the stream.
|
||||
* @param stream Stream to update
|
||||
* @param timestamp Output parameter: Timestamp of the image bound to the texture.
|
||||
*/
|
||||
virtual void updateTexImage(Stream* stream, int64_t* timestamp) noexcept;
|
||||
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// External Image support
|
||||
|
||||
/**
|
||||
* Creates an external texture handle. External textures don't have any parameters because
|
||||
* these are undefined until setExternalImage() is called.
|
||||
* @return a pointer to an ExternalTexture structure filled with valid token. However, the
|
||||
* implementation could just return { 0, GL_TEXTURE_2D } at this point. The actual
|
||||
* values can be delayed until setExternalImage.
|
||||
*/
|
||||
virtual ExternalTexture *createExternalImageTexture() noexcept;
|
||||
|
||||
/**
|
||||
* Destroys an external texture handle and associated data.
|
||||
* @param texture a pointer to the handle to destroy.
|
||||
*/
|
||||
virtual void destroyExternalImage(ExternalTexture* texture) noexcept;
|
||||
|
||||
// called on the application thread to allow Filament to take ownership of the image
|
||||
|
||||
/**
|
||||
* Takes ownership of the externalImage. The externalImage parameter depends on the Platform's
|
||||
* concrete implementation. Ownership is released when destroyExternalImage() is called.
|
||||
*
|
||||
* WARNING: This is called synchronously from the application thread (NOT the Driver thread)
|
||||
*
|
||||
* @param externalImage A token representing the platform's external image.
|
||||
* @see destroyExternalImage
|
||||
*/
|
||||
virtual void retainExternalImage(void* externalImage) noexcept;
|
||||
|
||||
/**
|
||||
* Called to bind the platform-specific externalImage to an ExternalTexture.
|
||||
* ExternalTexture::id is guaranteed to be bound when this method is called and ExternalTexture
|
||||
* is updated with new values for id/target if necessary.
|
||||
*
|
||||
* WARNING: this method is not allowed to change the bound texture, or must restore the previous
|
||||
* binding upon return. This is to avoid problem with a backend doing state caching.
|
||||
*
|
||||
* @param externalImage The platform-specific external image.
|
||||
* @param texture an in/out pointer to ExternalTexture, id and target can be updated if necessary.
|
||||
* @return true on success, false on error.
|
||||
*/
|
||||
virtual bool setExternalImage(void* externalImage, ExternalTexture* texture) noexcept;
|
||||
|
||||
/**
|
||||
* The method allows platforms to convert a user-supplied external image object into a new type
|
||||
* (e.g. HardwareBuffer => EGLImage). The default implementation returns source.
|
||||
* @param source Image to transform.
|
||||
* @return Transformed image.
|
||||
*/
|
||||
virtual AcquiredImage transformAcquiredImage(AcquiredImage source) noexcept;
|
||||
};
|
||||
|
||||
} // namespace filament
|
||||
|
||||
#endif // TNT_FILAMENT_BACKEND_PRIVATE_OPENGLPLATFORM_H
|
||||
@@ -1,67 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2017 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_OPENGL_OPENGL_PLATFORM_COCOA_GL_H
|
||||
#define TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_COCOA_GL_H
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#include <backend/platforms/OpenGLPlatform.h>
|
||||
|
||||
#include <backend/DriverEnums.h>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
struct PlatformCocoaGLImpl;
|
||||
|
||||
/**
|
||||
* A concrete implementation of OpenGLPlatform that supports macOS's Cocoa.
|
||||
*/
|
||||
class PlatformCocoaGL : public OpenGLPlatform {
|
||||
public:
|
||||
PlatformCocoaGL();
|
||||
~PlatformCocoaGL() noexcept override;
|
||||
|
||||
protected:
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// Platform Interface
|
||||
|
||||
Driver* createDriver(void* sharedContext,
|
||||
const Platform::DriverConfig& driverConfig) noexcept override;
|
||||
|
||||
// Currently returns 0
|
||||
int getOSVersion() const noexcept override;
|
||||
|
||||
bool pumpEvents() noexcept override;
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// OpenGLPlatform Interface
|
||||
|
||||
void terminate() noexcept override;
|
||||
|
||||
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
|
||||
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
|
||||
void destroySwapChain(SwapChain* swapChain) noexcept override;
|
||||
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
|
||||
void commit(SwapChain* swapChain) noexcept override;
|
||||
|
||||
private:
|
||||
PlatformCocoaGLImpl* pImpl = nullptr;
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
#endif // TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_COCOA_GL_H
|
||||
@@ -1,69 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2017 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_OPENGL_OPENGL_PLATFORM_COCOA_TOUCH_GL_H
|
||||
#define TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_COCOA_TOUCH_GL_H
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#include <backend/platforms/OpenGLPlatform.h>
|
||||
|
||||
#include <backend/DriverEnums.h>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
struct PlatformCocoaTouchGLImpl;
|
||||
|
||||
class PlatformCocoaTouchGL : public OpenGLPlatform {
|
||||
public:
|
||||
PlatformCocoaTouchGL();
|
||||
~PlatformCocoaTouchGL() noexcept;
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// Platform Interface
|
||||
|
||||
Driver* createDriver(void* sharedGLContext,
|
||||
const Platform::DriverConfig& driverConfig) noexcept override;
|
||||
|
||||
int getOSVersion() const noexcept final { return 0; }
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// OpenGLPlatform Interface
|
||||
|
||||
void terminate() noexcept override;
|
||||
|
||||
uint32_t createDefaultRenderTarget() noexcept override;
|
||||
|
||||
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
|
||||
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
|
||||
void destroySwapChain(SwapChain* swapChain) noexcept override;
|
||||
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
|
||||
void commit(SwapChain* swapChain) noexcept override;
|
||||
|
||||
OpenGLPlatform::ExternalTexture* createExternalImageTexture() noexcept override;
|
||||
void destroyExternalImage(ExternalTexture* texture) noexcept override;
|
||||
void retainExternalImage(void* externalImage) noexcept override;
|
||||
bool setExternalImage(void* externalImage, ExternalTexture* texture) noexcept override;
|
||||
|
||||
private:
|
||||
PlatformCocoaTouchGLImpl* pImpl = nullptr;
|
||||
};
|
||||
|
||||
using ContextManager = PlatformCocoaTouchGL;
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
#endif // TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_COCOA_TOUCH_GL_H
|
||||
@@ -1,82 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2017 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_OPENGL_OPENGL_PLATFORM_EGL_ANDROID_H
|
||||
#define TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_EGL_ANDROID_H
|
||||
|
||||
#include <backend/platforms/PlatformEGL.h>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
class ExternalStreamManagerAndroid;
|
||||
|
||||
/**
|
||||
* A concrete implementation of OpenGLPlatform and subclass of PlatformEGL that supports
|
||||
* EGL on Android. It adds Android streaming functionality to PlatformEGL.
|
||||
*/
|
||||
class PlatformEGLAndroid : public PlatformEGL {
|
||||
public:
|
||||
|
||||
PlatformEGLAndroid() noexcept;
|
||||
~PlatformEGLAndroid() noexcept override;
|
||||
|
||||
protected:
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// Platform Interface
|
||||
|
||||
/**
|
||||
* Returns the Android SDK version.
|
||||
* @return Android SDK version.
|
||||
*/
|
||||
int getOSVersion() const noexcept override;
|
||||
|
||||
Driver* createDriver(void* sharedContext,
|
||||
const Platform::DriverConfig& driverConfig) noexcept override;
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// OpenGLPlatform Interface
|
||||
|
||||
void terminate() noexcept override;
|
||||
|
||||
/**
|
||||
* Set the presentation time using `eglPresentationTimeANDROID`
|
||||
* @param presentationTimeInNanosecond
|
||||
*/
|
||||
void setPresentationTime(int64_t presentationTimeInNanosecond) noexcept override;
|
||||
|
||||
|
||||
Stream* createStream(void* nativeStream) noexcept override;
|
||||
void destroyStream(Stream* stream) noexcept override;
|
||||
void attach(Stream* stream, intptr_t tname) noexcept override;
|
||||
void detach(Stream* stream) noexcept override;
|
||||
void updateTexImage(Stream* stream, int64_t* timestamp) noexcept override;
|
||||
|
||||
/**
|
||||
* Converts a AHardwareBuffer to EGLImage
|
||||
* @param source source.image is a AHardwareBuffer
|
||||
* @return source.image contains an EGLImage
|
||||
*/
|
||||
AcquiredImage transformAcquiredImage(AcquiredImage source) noexcept override;
|
||||
|
||||
private:
|
||||
int mOSVersion;
|
||||
ExternalStreamManagerAndroid& mExternalStreamManager;
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
#endif // TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_EGL_ANDROID_H
|
||||
@@ -1,55 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2018 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_OPENGL_OPENGL_PLATFORM_WEBGL_H
|
||||
#define TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_WEBGL_H
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#include <backend/platforms/OpenGLPlatform.h>
|
||||
|
||||
#include <backend/DriverEnums.h>
|
||||
|
||||
namespace filament::backend {
|
||||
|
||||
/**
|
||||
* A concrete implementation of OpenGLPlatform that supports WebGL.
|
||||
*/
|
||||
class PlatformWebGL : public OpenGLPlatform {
|
||||
protected:
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// Platform Interface
|
||||
|
||||
Driver* createDriver(void* sharedGLContext,
|
||||
const Platform::DriverConfig& driverConfig) noexcept override;
|
||||
|
||||
int getOSVersion() const noexcept override;
|
||||
|
||||
// --------------------------------------------------------------------------------------------
|
||||
// OpenGLPlatform Interface
|
||||
|
||||
void terminate() noexcept override;
|
||||
|
||||
SwapChain* createSwapChain(void* nativewindow, uint64_t flags) noexcept override;
|
||||
SwapChain* createSwapChain(uint32_t width, uint32_t height, uint64_t flags) noexcept override;
|
||||
void destroySwapChain(SwapChain* swapChain) noexcept override;
|
||||
void makeCurrent(SwapChain* drawSwapChain, SwapChain* readSwapChain) noexcept override;
|
||||
void commit(SwapChain* swapChain) noexcept override;
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
#endif // TNT_FILAMENT_BACKEND_OPENGL_OPENGL_PLATFORM_WEBGL_H
|
||||
@@ -299,11 +299,11 @@ DECL_DRIVER_API_SYNCHRONOUS_0(bool, isFrameBufferFetchSupported)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isFrameBufferFetchMultiSampleSupported)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isFrameTimeSupported)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isAutoDepthResolveSupported)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_0(bool, isSRGBSwapChainSupported)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_0(uint8_t, getMaxDrawBuffers)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_0(math::float2, getClipSpaceParams)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_0(bool, canGenerateMipmaps)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_N(void, setupExternalImage, void*, image)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_N(void, cancelExternalImage, void*, image)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_N(bool, getTimerQueryValue, backend::TimerQueryHandle, query, uint64_t*, elapsedTime)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_N(backend::SyncStatus, getSyncStatus, backend::SyncHandle, sh)
|
||||
DECL_DRIVER_API_SYNCHRONOUS_N(bool, isWorkaroundNeeded, backend::Workaround, workaround)
|
||||
|
||||
+5
-3
@@ -22,9 +22,10 @@
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
namespace filament::backend {
|
||||
namespace filament {
|
||||
namespace backend {
|
||||
|
||||
class MetalPlatform final : public Platform {
|
||||
class MetalPlatform : public DefaultPlatform {
|
||||
public:
|
||||
~MetalPlatform() override;
|
||||
|
||||
@@ -59,6 +60,7 @@ private:
|
||||
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
} // namespace backend
|
||||
} // namespace filament
|
||||
|
||||
#endif // TNT_FILAMENT_BACKEND_PRIVATE_METALPLATFORM_H
|
||||
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Reference in New Issue
Block a user