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ebb07520c0 |
@@ -4,6 +4,8 @@ about: Create a report to help us improve
|
||||
|
||||
---
|
||||
|
||||
⚠️ **Issues not using this template will be systematically closed.**
|
||||
|
||||
**Describe the bug**
|
||||
A clear and concise description of what the bug is.
|
||||
|
||||
@@ -18,8 +20,8 @@ A clear and concise description of what you expected to happen.
|
||||
If applicable, add screenshots to help explain your problem.
|
||||
|
||||
**Logs**
|
||||
If applicable, copy logs from your console here. Please *do not*
|
||||
use screenshots of logs, copy them as text.
|
||||
If applicable, copy **full** logs from your console here. Please *do not*
|
||||
use screenshots of logs, copy them as text, use gist or attach an *uncompressed* file.
|
||||
|
||||
**Desktop (please complete the following information):**
|
||||
- OS: [e.g. iOS]
|
||||
|
||||
@@ -14,6 +14,10 @@ jobs:
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v3.3.0
|
||||
- uses: actions/setup-java@v3
|
||||
with:
|
||||
distribution: 'temurin'
|
||||
java-version: '17'
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/android && printf "y" | ./build.sh continuous
|
||||
|
||||
@@ -44,6 +44,10 @@ jobs:
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v3.3.0
|
||||
- uses: actions/setup-java@v3
|
||||
with:
|
||||
distribution: 'temurin'
|
||||
java-version: '17'
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/android && printf "y" | ./build.sh presubmit
|
||||
|
||||
@@ -112,6 +112,10 @@ jobs:
|
||||
- uses: actions/checkout@v3.3.0
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- uses: actions/setup-java@v3
|
||||
with:
|
||||
distribution: 'temurin'
|
||||
java-version: '17'
|
||||
- name: Run build script
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
|
||||
+11
-10
@@ -5,7 +5,7 @@
|
||||
To build Filament, you must first install the following tools:
|
||||
|
||||
- CMake 3.19 (or more recent)
|
||||
- clang 7.0 (or more recent)
|
||||
- clang 14.0 (or more recent)
|
||||
- [ninja 1.10](https://github.com/ninja-build/ninja/wiki/Pre-built-Ninja-packages) (or more recent)
|
||||
|
||||
Additional dependencies may be required for your operating system. Please refer to the appropriate
|
||||
@@ -13,9 +13,10 @@ section below.
|
||||
|
||||
To build Filament for Android you must also install the following:
|
||||
|
||||
- Android Studio Arctic Fox or more recent
|
||||
- Android Studio Flamingo or more recent
|
||||
- Android SDK
|
||||
- Android NDK 25.1 or higher
|
||||
- Java 17
|
||||
|
||||
### Environment variables
|
||||
|
||||
@@ -77,7 +78,7 @@ To turn an option on or off:
|
||||
|
||||
```
|
||||
$ cd <cmake-build-directory>
|
||||
$ cmake . -DOPTION=ON # Relace OPTION with the option name, set to ON / OFF
|
||||
$ cmake . -DOPTION=ON # Replace OPTION with the option name, set to ON / OFF
|
||||
```
|
||||
|
||||
Options can also be set with the CMake GUI.
|
||||
@@ -86,10 +87,10 @@ Options can also be set with the CMake GUI.
|
||||
|
||||
Make sure you've installed the following dependencies:
|
||||
|
||||
- `clang-7` or higher
|
||||
- `clang-14` or higher
|
||||
- `libglu1-mesa-dev`
|
||||
- `libc++-7-dev` (`libcxx-devel` and `libcxx-static` on Fedora) or higher
|
||||
- `libc++abi-7-dev` (`libcxxabi-static` on Fedora) or higher
|
||||
- `libc++-14-dev` (`libcxx-devel` and `libcxx-static` on Fedora) or higher
|
||||
- `libc++abi-14-dev` (`libcxxabi-static` on Fedora) or higher
|
||||
- `ninja-build`
|
||||
- `libxi-dev`
|
||||
- `libxcomposite-dev` (`libXcomposite-devel` on Fedora)
|
||||
@@ -113,7 +114,7 @@ Your Linux distribution might default to `gcc` instead of `clang`, if that's the
|
||||
```
|
||||
$ mkdir out/cmake-release
|
||||
$ cd out/cmake-release
|
||||
# Or use a specific version of clang, for instance /usr/bin/clang-7
|
||||
# Or use a specific version of clang, for instance /usr/bin/clang-14
|
||||
$ CC=/usr/bin/clang CXX=/usr/bin/clang++ CXXFLAGS=-stdlib=libc++ \
|
||||
cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=../release/filament ../..
|
||||
```
|
||||
@@ -123,8 +124,8 @@ solution is to use `update-alternatives` to both change the default compiler, an
|
||||
specific version of clang:
|
||||
|
||||
```
|
||||
$ update-alternatives --install /usr/bin/clang clang /usr/bin/clang-7 100
|
||||
$ update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-7 100
|
||||
$ update-alternatives --install /usr/bin/clang clang /usr/bin/clang-14 100
|
||||
$ update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-14 100
|
||||
$ update-alternatives --install /usr/bin/cc cc /usr/bin/clang 100
|
||||
$ update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++ 100
|
||||
```
|
||||
@@ -180,7 +181,7 @@ Install the following components:
|
||||
- [Python 3.7](https://www.python.org/ftp/python/3.7.0/python-3.7.0.exe)
|
||||
- [CMake 3.14 or later](https://github.com/Kitware/CMake/releases/download/v3.14.7/cmake-3.14.7-win64-x64.msi)
|
||||
|
||||
The latest Windows SDK can also by installed by opening Visual Studio and selecting _Get Tools and
|
||||
The latest Windows SDK can also be installed by opening Visual Studio and selecting _Get Tools and
|
||||
Features..._ under the _Tools_ menu.
|
||||
|
||||
By default, Windows treats the file system as case insensitive. Please do not enable case
|
||||
|
||||
@@ -372,6 +372,12 @@ if (ANDROID OR IOS OR WEBGL)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Turn off exceptions on iOS debug as well. This fixes an availability error we see when using
|
||||
# std::visit, which is not supported on iOS 11.0 when exceptions are enabled.
|
||||
if (IOS)
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -fno-exceptions")
|
||||
endif()
|
||||
|
||||
# With WebGL, we disable RTTI even for debug builds because we pass emscripten::val back and forth
|
||||
# between C++ and JavaScript in order to efficiently access typed arrays, which are unbound.
|
||||
# NOTE: This is not documented in emscripten so we should consider a different approach.
|
||||
|
||||
@@ -7,3 +7,9 @@ for next branch cut* header.
|
||||
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
|
||||
|
||||
## Release notes for next branch cut
|
||||
|
||||
- Fix possible NPE when updating fog options from Java/Kotlin
|
||||
- The `emissive` property was not applied properly to `MASKED` materials, and could cause
|
||||
dark fringes to appear (recompile materials)
|
||||
- Allow glTF materials with transmission/volume extensions to choose their alpha mode
|
||||
instead of forcing `MASKED`
|
||||
|
||||
@@ -31,7 +31,7 @@ repositories {
|
||||
}
|
||||
|
||||
dependencies {
|
||||
implementation 'com.google.android.filament:filament-android:1.33.0'
|
||||
implementation 'com.google.android.filament:filament-android:1.42.0'
|
||||
}
|
||||
```
|
||||
|
||||
@@ -40,6 +40,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
|
||||
| Artifact | Description |
|
||||
| ------------- | ------------- |
|
||||
| [](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/filament-android-debug) | Debug version of `filament-android`. |
|
||||
| [](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/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. |
|
||||
@@ -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', '~> 1.33.0'
|
||||
pod 'Filament', '~> 1.42.0'
|
||||
```
|
||||
|
||||
### Snapshots
|
||||
|
||||
+7
-3
@@ -9,11 +9,15 @@ Before starting, ensure that each of these branches is up-to-date with origin:
|
||||
- rc/$RELEASE
|
||||
- main
|
||||
|
||||
## 0. Make sure the rc/$RELEASE branch has the correct version.
|
||||
## 0. Check versions.
|
||||
|
||||
It should have the version corresponding to its name, $RELEASE.
|
||||
Make sure the rc/$RELEASE branch has the correct Filament version. It should have the version
|
||||
corresponding to its name, $RELEASE.
|
||||
|
||||
## 1. Bump versions on main to $RELEASE.
|
||||
Make sure `MATERIAL_VERSION` has been bumped to a new version if this is a MAJOR or MINOR release
|
||||
(first two version numbers).
|
||||
|
||||
## 1. Bump Filament versions on main to $RELEASE.
|
||||
|
||||
Checkout main and run the following command to bump Filament's version to $RELEASE:
|
||||
|
||||
|
||||
@@ -7,6 +7,88 @@ A new header is inserted each time a *tag* is created.
|
||||
Instead, if you are authoring a PR for the main branch, add your release note to
|
||||
[NEW_RELEASE_NOTES.md](./NEW_RELEASE_NOTES.md).
|
||||
|
||||
## v1.42.1
|
||||
|
||||
## v1.42.0
|
||||
|
||||
- engine: add preliminary support for instanced stereoscopic rendering [⚠️ **Recompile materials**]
|
||||
|
||||
## v1.41.0
|
||||
|
||||
- backend: fix #6997 : picking can fail on Adreno [⚠️ **New Material Version**]
|
||||
- backend: A partial workaround for PowerVR devices (#5118, b/190221124) [⚠️ **Recompile Materials**]
|
||||
|
||||
## v1.40.5
|
||||
|
||||
- backend: Disable timer queries on all Mali GPUs (fixes b/233754398)
|
||||
- engine: Add a way to query the validity of most filament objects (see `Engine::isValid`)
|
||||
- opengl: fix b/290388359 : possible crash when shutting down the engine
|
||||
- engine: Improve precision of frame time measurement when using emulated TimerQueries
|
||||
- backend: Improve frame pacing on Android and Vulkan.
|
||||
- backend: workaround b/291140208 (gltf_viewer crashes on Nexus 6P)
|
||||
- engine: support `setDepthFunc` for `MaterialInstance`
|
||||
- web: Added setDepthFunc()/getDepthFunc() to MaterialInstance
|
||||
- android: Added setDepthFunc()/getDepthFunc() to MaterialInstance
|
||||
|
||||
## v1.40.4
|
||||
|
||||
- gltfio: fix crash when compute morph target without material
|
||||
- matc: fix buggy `variant-filter` flag
|
||||
- web: Added missing setMat3Parameter()/setMat4Parameter() to MaterialInstance
|
||||
- opengl: fix b/290670707 : crash when using the blob cache
|
||||
- engine: fix a crash with `Material::compile()` when a callback is specified
|
||||
|
||||
## v1.40.3
|
||||
|
||||
## v1.40.2
|
||||
|
||||
- rendering: dynamic resolution would not work with a translucent render target and quality > low
|
||||
- Java/Kotlin: user callbacks were not invoked on successful texture upload
|
||||
|
||||
## v1.40.1
|
||||
|
||||
## v1.40.0
|
||||
|
||||
- matc: fix VSM high precision option on mobile [⚠️ **Recompile materials**]
|
||||
- vulkan: support sRGB swap chain
|
||||
- Add new `getMaxAutomaticInstances()` API on `Engine` to get max supported automatic instances.
|
||||
- UiHelper: fix jank when a `TextureView` is resized (fixes b\282220665)
|
||||
- backend: parallel shader compilation support. This breaks and improves the recent `Material::compile` API.
|
||||
|
||||
## v1.39.0
|
||||
|
||||
- matc: workaround a bug in spirv-tools causing vsm to fail [⚠️ **Recompile materials**]
|
||||
|
||||
## v1.38.0
|
||||
|
||||
- engine: a new feature to set a transform on the global-scale fog [⚠️ **Recompile materials**]
|
||||
- engine: large-scale fog can now be opted-out on a per-renderable basis
|
||||
- engine: improve froxelizer resource efficiency [⚠️ **Recompile materials**]
|
||||
- matc: better accounting and validation of used samplers in user materials
|
||||
- engine: add support for sampling fog color from a custom texture [⚠️ **Recompile materials**]
|
||||
- vulkan: introduce new custom swapchain API
|
||||
- vulkan: new context sharing API
|
||||
|
||||
## v1.37.0
|
||||
|
||||
- backend: added `Platform` blob cache APIs, typically used to cache programs [⚠️ **Recompile materials**]
|
||||
|
||||
## v1.36.0
|
||||
|
||||
- engine: a local transform can now be supplied for each GPU instance [⚠️ **Recompile materials**]
|
||||
- everything: Add limited support for OpenGL ES 2.0 devices. [⚠️ **Recompile Materials**]
|
||||
- platform: New virtual on `OpenGLPlatform` to preserve ancillary buffers
|
||||
|
||||
## v1.35.0
|
||||
|
||||
- materials: Materials can now access up to 4 global `vec4` visible by all materials [⚠️ **Recompile Materials**]
|
||||
|
||||
## v1.34.0
|
||||
|
||||
- materials: picking is done in float (prepare for ES2) [⚠️ **New Material Version**]
|
||||
- materials: postLightingBlending is now applied before the fog [⚠️ **Recompile materials**]
|
||||
- vulkan: fix adreno optimized material artifacts [⚠️ **Recompile Materials**]
|
||||
|
||||
## v1.33.0
|
||||
|
||||
- materials: prepare ES2 support [⚠️ **New Material Version**]
|
||||
|
||||
+1
-1
@@ -135,7 +135,7 @@ gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament a
|
||||
If you're only interested in building SDK, you may skip samples build by passing a `com.google.android.filament.skip-samples` flag:
|
||||
|
||||
```
|
||||
gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament assembleRelease -Pfilament_skip_samples
|
||||
gradlew -Pcom.google.android.filament.dist-dir=..\out\android-release\filament assembleRelease -Pcom.google.android.filament.skip-samples
|
||||
```
|
||||
|
||||
|
||||
|
||||
+11
-9
@@ -79,15 +79,16 @@ buildscript {
|
||||
}
|
||||
|
||||
ext.versions = [
|
||||
'jdk': 17,
|
||||
'minSdk': 19,
|
||||
'targetSdk': 33,
|
||||
'compileSdk': 33,
|
||||
'kotlin': '1.8.0',
|
||||
'kotlin_coroutines': '1.6.4',
|
||||
'buildTools': '33.0.1',
|
||||
'kotlin': '1.9.0',
|
||||
'kotlin_coroutines': '1.7.2',
|
||||
'buildTools': '34.0.0',
|
||||
'ndk': '25.1.8937393',
|
||||
'androidx_core': '1.9.0',
|
||||
'androidx_annotations': '1.3.0'
|
||||
'androidx_core': '1.10.1',
|
||||
'androidx_annotations': '1.6.0'
|
||||
]
|
||||
|
||||
ext.deps = [
|
||||
@@ -103,7 +104,7 @@ buildscript {
|
||||
]
|
||||
|
||||
dependencies {
|
||||
classpath 'com.android.tools.build:gradle:7.4.0'
|
||||
classpath 'com.android.tools.build:gradle:8.1.0'
|
||||
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:${versions.kotlin}"
|
||||
}
|
||||
|
||||
@@ -151,7 +152,7 @@ buildscript {
|
||||
}
|
||||
|
||||
plugins {
|
||||
id "io.github.gradle-nexus.publish-plugin" version "1.1.0"
|
||||
id "io.github.gradle-nexus.publish-plugin" version "1.3.0"
|
||||
}
|
||||
|
||||
// See https://github.com/gradle-nexus/publish-plugin
|
||||
@@ -194,6 +195,7 @@ subprojects {
|
||||
}
|
||||
|
||||
ndk {
|
||||
//noinspection ChromeOsAbiSupport
|
||||
abiFilters(*rootProject.ext.abis)
|
||||
}
|
||||
|
||||
@@ -214,8 +216,8 @@ subprojects {
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility JavaVersion.VERSION_1_8
|
||||
targetCompatibility JavaVersion.VERSION_1_8
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -142,6 +142,14 @@ abstract class MaterialCompiler extends TaskWithBinary {
|
||||
if (!exclude_vulkan) {
|
||||
matcArgs += ['-a', 'vulkan']
|
||||
}
|
||||
|
||||
def mat_no_opt = providers
|
||||
.gradleProperty("com.google.android.filament.matnopt")
|
||||
.forUseAtConfigurationTime().present
|
||||
if (mat_no_opt) {
|
||||
matcArgs += ['-g']
|
||||
}
|
||||
|
||||
matcArgs += ['-a', 'opengl', '-p', 'mobile', '-o', getOutputFile(file), file]
|
||||
|
||||
exec.exec {
|
||||
|
||||
@@ -17,6 +17,17 @@ android {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
publishing {
|
||||
singleVariant("fullRelease") {
|
||||
withSourcesJar()
|
||||
withJavadocJar()
|
||||
}
|
||||
singleVariant("liteRelease") {
|
||||
withSourcesJar()
|
||||
withJavadocJar()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
@@ -1,5 +1,12 @@
|
||||
android {
|
||||
namespace 'com.google.android.filament'
|
||||
|
||||
publishing {
|
||||
singleVariant("release") {
|
||||
withSourcesJar()
|
||||
withJavadocJar()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
@@ -278,6 +278,112 @@ Java_com_google_android_filament_Engine_nDestroyEntity(JNIEnv*, jclass,
|
||||
engine->destroy(entity);
|
||||
}
|
||||
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidRenderer(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeRenderer) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((Renderer*)nativeRenderer);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidView(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeView) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((View*)nativeView);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidScene(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeScene) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((Scene*)nativeScene);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidFence(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeFence) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((Fence*)nativeFence);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidStream(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeStream) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((Stream*)nativeStream);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidIndexBuffer(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeIndexBuffer) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((IndexBuffer*)nativeIndexBuffer);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidVertexBuffer(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeVertexBuffer) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((VertexBuffer*)nativeVertexBuffer);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidSkinningBuffer(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeSkinningBuffer) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((SkinningBuffer*)nativeSkinningBuffer);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidIndirectLight(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeIndirectLight) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((IndirectLight*)nativeIndirectLight);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidMaterial(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeMaterial) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((Material*)nativeMaterial);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidSkybox(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeSkybox) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((Skybox*)nativeSkybox);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidColorGrading(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeColorGrading) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((ColorGrading*)nativeColorGrading);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidTexture(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeTexture) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((Texture*)nativeTexture);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidRenderTarget(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeTarget) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((RenderTarget*)nativeTarget);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_Engine_nIsValidSwapChain(JNIEnv*, jclass,
|
||||
jlong nativeEngine, jlong nativeSwapChain) {
|
||||
Engine* engine = (Engine *)nativeEngine;
|
||||
return (jboolean)engine->isValid((SwapChain*)nativeSwapChain);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_Engine_nFlushAndWait(JNIEnv*, jclass,
|
||||
jlong nativeEngine) {
|
||||
|
||||
@@ -246,17 +246,21 @@ Java_com_google_android_filament_MaterialInstance_nSetFloatParameterArray(JNIEnv
|
||||
env->ReleaseStringUTFChars(name_, name);
|
||||
}
|
||||
|
||||
// defined in TextureSampler.cpp
|
||||
namespace filament::JniUtils {
|
||||
TextureSampler from_long(jlong params) noexcept;
|
||||
} // TextureSamplerJniUtils
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nSetParameterTexture(
|
||||
JNIEnv *env, jclass, jlong nativeMaterialInstance, jstring name_,
|
||||
jlong nativeTexture, jint sampler_) {
|
||||
jlong nativeTexture, jlong sampler_) {
|
||||
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
|
||||
Texture* texture = (Texture*) nativeTexture;
|
||||
TextureSampler& sampler = reinterpret_cast<TextureSampler&>(sampler_);
|
||||
|
||||
const char *name = env->GetStringUTFChars(name_, 0);
|
||||
instance->setParameter(name, texture, sampler);
|
||||
instance->setParameter(name, texture, JniUtils::from_long(sampler_));
|
||||
env->ReleaseStringUTFChars(name_, name);
|
||||
}
|
||||
|
||||
@@ -357,6 +361,14 @@ Java_com_google_android_filament_MaterialInstance_nSetDepthCulling(JNIEnv*,
|
||||
instance->setDepthCulling(enable);
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nSetDepthFunc(JNIEnv*,
|
||||
jclass, jlong nativeMaterialInstance, jlong function) {
|
||||
MaterialInstance* instance = (MaterialInstance*) nativeMaterialInstance;
|
||||
instance->setDepthFunc(static_cast<MaterialInstance::DepthFunc>(function));
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nSetStencilCompareFunction(JNIEnv*, jclass,
|
||||
@@ -524,3 +536,11 @@ Java_com_google_android_filament_MaterialInstance_nIsDepthCullingEnabled(JNIEnv*
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return instance->isDepthCullingEnabled();
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_MaterialInstance_nGetDepthFunc(JNIEnv* env, jclass clazz,
|
||||
jlong nativeMaterialInstance) {
|
||||
MaterialInstance* instance = (MaterialInstance*)nativeMaterialInstance;
|
||||
return (jint)instance->getDepthFunc();
|
||||
}
|
||||
|
||||
@@ -201,12 +201,19 @@ Java_com_google_android_filament_RenderableManager_nBuilderSkinning(JNIEnv*, jcl
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nEnableSkinningBuffers(JNIEnv*, jclass,
|
||||
Java_com_google_android_filament_RenderableManager_nBuilderEnableSkinningBuffers(JNIEnv*, jclass,
|
||||
jlong nativeBuilder, jboolean enabled) {
|
||||
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
|
||||
builder->enableSkinningBuffers(enabled);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nBuilderFog(JNIEnv*, jclass,
|
||||
jlong nativeBuilder, jboolean enabled) {
|
||||
RenderableManager::Builder *builder = (RenderableManager::Builder *) nativeBuilder;
|
||||
builder->fog(enabled);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nBuilderSkinningBones(JNIEnv* env, jclass,
|
||||
jlong nativeBuilder, jint boneCount, jobject bones, jint remaining) {
|
||||
@@ -360,6 +367,20 @@ Java_com_google_android_filament_RenderableManager_nSetCulling(JNIEnv*, jclass,
|
||||
rm->setCulling((RenderableManager::Instance) i, enabled);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nSetFogEnabled(JNIEnv*, jclass,
|
||||
jlong nativeRenderableManager, jint i, jboolean enabled) {
|
||||
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
|
||||
rm->setFogEnabled((RenderableManager::Instance) i, enabled);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nGetFogEnabled(JNIEnv*, jclass,
|
||||
jlong nativeRenderableManager, jint i) {
|
||||
RenderableManager *rm = (RenderableManager *) nativeRenderableManager;
|
||||
return (jboolean)rm->getFogEnabled((RenderableManager::Instance) i);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_RenderableManager_nSetCastShadows(JNIEnv*, jclass,
|
||||
jlong nativeRenderableManager, jint i, jboolean enabled) {
|
||||
|
||||
@@ -27,11 +27,10 @@ extern "C" JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_SwapChain_nSetFrameCompletedCallback(JNIEnv* env, jclass,
|
||||
jlong nativeSwapChain, jobject handler, jobject runnable) {
|
||||
SwapChain* swapChain = (SwapChain*) nativeSwapChain;
|
||||
auto *callback = JniCallback::make(env, handler, runnable);
|
||||
swapChain->setFrameCompletedCallback([](void* user) {
|
||||
JniCallback* callback = (JniCallback*)user;
|
||||
auto* callback = JniCallback::make(env, handler, runnable);
|
||||
swapChain->setFrameCompletedCallback(nullptr, [callback](SwapChain* swapChain) {
|
||||
JniCallback::postToJavaAndDestroy(callback);
|
||||
}, callback);
|
||||
});
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jboolean JNICALL
|
||||
|
||||
@@ -511,9 +511,7 @@ public:
|
||||
|
||||
private:
|
||||
void* mData = nullptr;
|
||||
jobject mBitmap = nullptr;
|
||||
jobject mHandler = nullptr;
|
||||
jobject mCallback = nullptr;
|
||||
jobject mBitmap{};
|
||||
AndroidBitmapInfo mInfo{};
|
||||
};
|
||||
|
||||
|
||||
@@ -18,142 +18,139 @@
|
||||
|
||||
#include <filament/TextureSampler.h>
|
||||
|
||||
#include <utils/algorithm.h>
|
||||
|
||||
using namespace filament;
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nCreateSampler(JNIEnv *env, jclass type, jint min,
|
||||
namespace filament::JniUtils {
|
||||
|
||||
jlong to_long(TextureSampler const& sampler) noexcept {
|
||||
return jlong(utils::bit_cast<uint32_t>(sampler.getSamplerParams()));
|
||||
}
|
||||
|
||||
TextureSampler from_long(jlong params) noexcept {
|
||||
return TextureSampler{
|
||||
utils::bit_cast<backend::SamplerParams>(
|
||||
static_cast<uint32_t>(params))};
|
||||
}
|
||||
|
||||
} // namespace filament::JniUtils
|
||||
|
||||
using namespace JniUtils;
|
||||
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nCreateSampler(JNIEnv *, jclass, jint min,
|
||||
jint max, jint s, jint t, jint r) {
|
||||
return TextureSampler(static_cast<TextureSampler::MinFilter>(min),
|
||||
static_cast<TextureSampler::MagFilter>(max), static_cast<TextureSampler::WrapMode>(s),
|
||||
static_cast<TextureSampler::WrapMode>(t),
|
||||
static_cast<TextureSampler::WrapMode>(r)).getSamplerParams().u;
|
||||
TextureSampler sampler(static_cast<TextureSampler::MinFilter>(min),
|
||||
static_cast<TextureSampler::MagFilter>(max),
|
||||
static_cast<TextureSampler::WrapMode>(s),
|
||||
static_cast<TextureSampler::WrapMode>(t),
|
||||
static_cast<TextureSampler::WrapMode>(r));
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nCreateCompareSampler(JNIEnv *env, jclass type,
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nCreateCompareSampler(JNIEnv *, jclass,
|
||||
jint mode, jint function) {
|
||||
return TextureSampler(static_cast<TextureSampler::CompareMode>(mode),
|
||||
static_cast<TextureSampler::CompareFunc>(function)).getSamplerParams().u;
|
||||
TextureSampler sampler(static_cast<TextureSampler::CompareMode>(mode),
|
||||
static_cast<TextureSampler::CompareFunc>(function));
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nGetMinFilter(JNIEnv *env, jclass type,
|
||||
jint sampler_) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
return static_cast<jint>(sampler.getMinFilter());
|
||||
Java_com_google_android_filament_TextureSampler_nGetMinFilter(JNIEnv *, jclass, jlong sampler) {
|
||||
return static_cast<jint>(from_long(sampler).getMinFilter());
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetMinFilter(JNIEnv *env, jclass type,
|
||||
jint sampler_, jint filter) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetMinFilter(JNIEnv *, jclass, jlong sampler_, jint filter) {
|
||||
TextureSampler sampler{from_long(sampler_)};
|
||||
sampler.setMinFilter(static_cast<TextureSampler::MinFilter>(filter));
|
||||
return sampler.getSamplerParams().u;
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nGetMagFilter(JNIEnv *env, jclass type,
|
||||
jint sampler_) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
return static_cast<jint>(sampler.getMagFilter());
|
||||
Java_com_google_android_filament_TextureSampler_nGetMagFilter(JNIEnv *, jclass, jlong sampler) {
|
||||
return static_cast<jint>(from_long(sampler).getMagFilter());
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetMagFilter(JNIEnv *env, jclass type,
|
||||
jint sampler_, jint filter) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetMagFilter(JNIEnv *, jclass, jlong sampler_, jint filter) {
|
||||
TextureSampler sampler{from_long(sampler_)};
|
||||
sampler.setMagFilter(static_cast<TextureSampler::MagFilter>(filter));
|
||||
return sampler.getSamplerParams().u;
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nGetWrapModeS(JNIEnv *env, jclass type,
|
||||
jint sampler_) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
return static_cast<jint>(sampler.getWrapModeS());
|
||||
Java_com_google_android_filament_TextureSampler_nGetWrapModeS(JNIEnv *, jclass, jlong sampler) {
|
||||
return static_cast<jint>(from_long(sampler).getWrapModeS());
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetWrapModeS(JNIEnv *env, jclass type,
|
||||
jint sampler_, jint mode) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetWrapModeS(JNIEnv *, jclass, jlong sampler_, jint mode) {
|
||||
TextureSampler sampler{from_long(sampler_)};
|
||||
sampler.setWrapModeS(static_cast<TextureSampler::WrapMode>(mode));
|
||||
return sampler.getSamplerParams().u;
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nGetWrapModeT(JNIEnv *env, jclass type,
|
||||
jint sampler_) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
return static_cast<jint>(sampler.getWrapModeT());
|
||||
Java_com_google_android_filament_TextureSampler_nGetWrapModeT(JNIEnv *, jclass, jlong sampler) {
|
||||
return static_cast<jint>(from_long(sampler).getWrapModeT());
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetWrapModeT(JNIEnv *env, jclass type,
|
||||
jint sampler_, jint mode) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetWrapModeT(JNIEnv *, jclass, jlong sampler_, jint mode) {
|
||||
TextureSampler sampler{from_long(sampler_)};
|
||||
sampler.setWrapModeT(static_cast<TextureSampler::WrapMode>(mode));
|
||||
return sampler.getSamplerParams().u;
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nGetWrapModeR(JNIEnv *env, jclass type,
|
||||
jint sampler_) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
return static_cast<jint>(sampler.getWrapModeR());
|
||||
Java_com_google_android_filament_TextureSampler_nGetWrapModeR(JNIEnv *, jclass, jlong sampler) {
|
||||
return static_cast<jint>(from_long(sampler).getWrapModeR());
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetWrapModeR(JNIEnv *env, jclass type,
|
||||
jint sampler_, jint mode) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetWrapModeR(JNIEnv *, jclass, jlong sampler_, jint mode) {
|
||||
TextureSampler sampler{from_long(sampler_)};
|
||||
sampler.setWrapModeR(static_cast<TextureSampler::WrapMode>(mode));
|
||||
return sampler.getSamplerParams().u;
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nGetCompareMode(JNIEnv *env, jclass type,
|
||||
jint sampler_) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
return static_cast<jint>(sampler.getCompareMode());
|
||||
Java_com_google_android_filament_TextureSampler_nGetCompareMode(JNIEnv *, jclass, jlong sampler) {
|
||||
return static_cast<jint>(from_long(sampler).getCompareMode());
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetCompareMode(JNIEnv *env, jclass type,
|
||||
jint sampler_, jint mode) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetCompareMode(JNIEnv *, jclass, jlong sampler_, jint mode) {
|
||||
TextureSampler sampler{from_long(sampler_)};
|
||||
sampler.setCompareMode(static_cast<TextureSampler::CompareMode>(mode),
|
||||
sampler.getCompareFunc());
|
||||
return sampler.getSamplerParams().u;
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nGetCompareFunction(JNIEnv *env, jclass type,
|
||||
jint sampler_) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
return static_cast<jint>(sampler.getCompareFunc());
|
||||
Java_com_google_android_filament_TextureSampler_nGetCompareFunction(JNIEnv *, jclass, jlong sampler) {
|
||||
return static_cast<jint>(from_long(sampler).getCompareFunc());
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetCompareFunction(JNIEnv *env, jclass type,
|
||||
jint sampler_, jint function) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetCompareFunction(JNIEnv *, jclass, jlong sampler_, jint function) {
|
||||
TextureSampler sampler{from_long(sampler_)};
|
||||
sampler.setCompareMode(sampler.getCompareMode(),
|
||||
static_cast<TextureSampler::CompareFunc>(function));
|
||||
return sampler.getSamplerParams().u;
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jfloat JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nGetAnisotropy(JNIEnv *env, jclass type,
|
||||
jint sampler_) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
return sampler.getAnisotropy();
|
||||
Java_com_google_android_filament_TextureSampler_nGetAnisotropy(JNIEnv *, jclass, jlong sampler) {
|
||||
return from_long(sampler).getAnisotropy();
|
||||
}
|
||||
|
||||
extern "C" JNIEXPORT jint JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetAnisotropy(JNIEnv *env, jclass type,
|
||||
jint sampler_, jfloat anisotropy) {
|
||||
TextureSampler &sampler = reinterpret_cast<TextureSampler &>(sampler_);
|
||||
extern "C" JNIEXPORT jlong JNICALL
|
||||
Java_com_google_android_filament_TextureSampler_nSetAnisotropy(JNIEnv *, jclass, jlong sampler_, jfloat anisotropy) {
|
||||
TextureSampler sampler{from_long(sampler_)};
|
||||
sampler.setAnisotropy(anisotropy);
|
||||
return sampler.getSamplerParams().u;
|
||||
return to_long(sampler);
|
||||
}
|
||||
|
||||
@@ -317,8 +317,9 @@ 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 inScatteringSize, jboolean fogColorFromIbl, jboolean enabled) {
|
||||
jfloat inScatteringSize, jboolean fogColorFromIbl, jlong skyColorNativeObject, jboolean enabled) {
|
||||
View* view = (View*) nativeView;
|
||||
Texture* skyColor = (Texture*) skyColorNativeObject;
|
||||
View::FogOptions options = {
|
||||
.distance = distance,
|
||||
.cutOffDistance = cutOffDistance,
|
||||
@@ -330,6 +331,7 @@ Java_com_google_android_filament_View_nSetFogOptions(JNIEnv *, jclass , jlong na
|
||||
.inScatteringStart = inScatteringStart,
|
||||
.inScatteringSize = inScatteringSize,
|
||||
.fogColorFromIbl = (bool)fogColorFromIbl,
|
||||
.skyColor = skyColor,
|
||||
.enabled = (bool)enabled
|
||||
};
|
||||
view->setFogOptions(options);
|
||||
@@ -486,3 +488,30 @@ Java_com_google_android_filament_View_nSetGuardBandOptions(JNIEnv *, jclass,
|
||||
View* view = (View*) nativeView;
|
||||
view->setGuardBandOptions({ .enabled = (bool)enabled });
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_View_nSetMaterialGlobal(JNIEnv * , jclass, jlong nativeView,
|
||||
jint index, jfloat x, jfloat y, jfloat z, jfloat w) {
|
||||
View *view = (View *) nativeView;
|
||||
view->setMaterialGlobal((uint32_t)index, { x, y, z, w });
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT void JNICALL
|
||||
Java_com_google_android_filament_View_nGetMaterialGlobal(JNIEnv *env, jclass clazz,
|
||||
jlong nativeView, jint index, jfloatArray out_) {
|
||||
jfloat* out = env->GetFloatArrayElements(out_, nullptr);
|
||||
View *view = (View *) nativeView;
|
||||
auto result = view->getMaterialGlobal(index);
|
||||
std::copy_n(result.v, 4, out);
|
||||
env->ReleaseFloatArrayElements(out_, out, 0);
|
||||
}
|
||||
|
||||
extern "C"
|
||||
JNIEXPORT int JNICALL
|
||||
Java_com_google_android_filament_View_nGetFogEntity(JNIEnv *env, jclass clazz,
|
||||
jlong nativeView) {
|
||||
View *view = (View *) nativeView;
|
||||
return (jint)view->getFogEntity().getId();
|
||||
}
|
||||
|
||||
@@ -118,6 +118,7 @@ public class ColorGrading {
|
||||
*
|
||||
* @deprecated Use {@link ColorGrading.Builder#toneMapper(ToneMapper)}
|
||||
*/
|
||||
@Deprecated
|
||||
public enum ToneMapping {
|
||||
/** Linear tone mapping (i.e. no tone mapping). */
|
||||
LINEAR,
|
||||
@@ -231,6 +232,7 @@ public class ColorGrading {
|
||||
*
|
||||
* @deprecated Use {@link #toneMapper(ToneMapper)}
|
||||
*/
|
||||
@Deprecated
|
||||
public Builder toneMapping(ToneMapping toneMapping) {
|
||||
nBuilderToneMapping(mNativeBuilder, toneMapping.ordinal());
|
||||
return this;
|
||||
|
||||
@@ -449,6 +449,141 @@ public class Engine {
|
||||
swapChain.clearNativeObject();
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidRenderer(@NonNull Renderer object) {
|
||||
return nIsValidRenderer(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidView(@NonNull View object) {
|
||||
return nIsValidView(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidScene(@NonNull Scene object) {
|
||||
return nIsValidScene(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidFence(@NonNull Fence object) {
|
||||
return nIsValidFence(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidStream(@NonNull Stream object) {
|
||||
return nIsValidStream(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidIndexBuffer(@NonNull IndexBuffer object) {
|
||||
return nIsValidIndexBuffer(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidVertexBuffer(@NonNull VertexBuffer object) {
|
||||
return nIsValidVertexBuffer(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidSkinningBuffer(@NonNull SkinningBuffer object) {
|
||||
return nIsValidSkinningBuffer(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidIndirectLight(@NonNull IndirectLight object) {
|
||||
return nIsValidIndirectLight(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidMaterial(@NonNull Material object) {
|
||||
return nIsValidMaterial(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidSkybox(@NonNull Skybox object) {
|
||||
return nIsValidSkybox(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidColorGrading(@NonNull ColorGrading object) {
|
||||
return nIsValidColorGrading(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidTexture(@NonNull Texture object) {
|
||||
return nIsValidTexture(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidRenderTarget(@NonNull RenderTarget object) {
|
||||
return nIsValidRenderTarget(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the object is valid.
|
||||
* @param object Object to check for validity
|
||||
* @return returns true if the specified object is valid.
|
||||
*/
|
||||
public boolean isValidSwapChain(@NonNull SwapChain object) {
|
||||
return nIsValidSwapChain(getNativeObject(), object.getNativeObject());
|
||||
}
|
||||
|
||||
// View
|
||||
|
||||
/**
|
||||
@@ -785,17 +920,17 @@ public class Engine {
|
||||
private static native long nCreateSwapChain(long nativeEngine, Object nativeWindow, long flags);
|
||||
private static native long nCreateSwapChainHeadless(long nativeEngine, int width, int height, long flags);
|
||||
private static native long nCreateSwapChainFromRawPointer(long nativeEngine, long pointer, long flags);
|
||||
private static native boolean nDestroySwapChain(long nativeEngine, long nativeSwapChain);
|
||||
private static native long nCreateView(long nativeEngine);
|
||||
private static native boolean nDestroyView(long nativeEngine, long nativeView);
|
||||
private static native long nCreateRenderer(long nativeEngine);
|
||||
private static native boolean nDestroyRenderer(long nativeEngine, long nativeRenderer);
|
||||
private static native long nCreateCamera(long nativeEngine, int entity);
|
||||
private static native long nGetCameraComponent(long nativeEngine, int entity);
|
||||
private static native void nDestroyCameraComponent(long nativeEngine, int entity);
|
||||
private static native long nCreateScene(long nativeEngine);
|
||||
private static native boolean nDestroyScene(long nativeEngine, long nativeScene);
|
||||
private static native long nCreateFence(long nativeEngine);
|
||||
|
||||
private static native boolean nDestroyRenderer(long nativeEngine, long nativeRenderer);
|
||||
private static native boolean nDestroyView(long nativeEngine, long nativeView);
|
||||
private static native boolean nDestroyScene(long nativeEngine, long nativeScene);
|
||||
private static native boolean nDestroyFence(long nativeEngine, long nativeFence);
|
||||
private static native boolean nDestroyStream(long nativeEngine, long nativeStream);
|
||||
private static native boolean nDestroyIndexBuffer(long nativeEngine, long nativeIndexBuffer);
|
||||
@@ -808,6 +943,22 @@ public class Engine {
|
||||
private static native boolean nDestroyColorGrading(long nativeEngine, long nativeColorGrading);
|
||||
private static native boolean nDestroyTexture(long nativeEngine, long nativeTexture);
|
||||
private static native boolean nDestroyRenderTarget(long nativeEngine, long nativeTarget);
|
||||
private static native boolean nDestroySwapChain(long nativeEngine, long nativeSwapChain);
|
||||
private static native boolean nIsValidRenderer(long nativeEngine, long nativeRenderer);
|
||||
private static native boolean nIsValidView(long nativeEngine, long nativeView);
|
||||
private static native boolean nIsValidScene(long nativeEngine, long nativeScene);
|
||||
private static native boolean nIsValidFence(long nativeEngine, long nativeFence);
|
||||
private static native boolean nIsValidStream(long nativeEngine, long nativeStream);
|
||||
private static native boolean nIsValidIndexBuffer(long nativeEngine, long nativeIndexBuffer);
|
||||
private static native boolean nIsValidVertexBuffer(long nativeEngine, long nativeVertexBuffer);
|
||||
private static native boolean nIsValidSkinningBuffer(long nativeEngine, long nativeSkinningBuffer);
|
||||
private static native boolean nIsValidIndirectLight(long nativeEngine, long nativeIndirectLight);
|
||||
private static native boolean nIsValidMaterial(long nativeEngine, long nativeMaterial);
|
||||
private static native boolean nIsValidSkybox(long nativeEngine, long nativeSkybox);
|
||||
private static native boolean nIsValidColorGrading(long nativeEngine, long nativeColorGrading);
|
||||
private static native boolean nIsValidTexture(long nativeEngine, long nativeTexture);
|
||||
private static native boolean nIsValidRenderTarget(long nativeEngine, long nativeTarget);
|
||||
private static native boolean nIsValidSwapChain(long nativeEngine, long nativeSwapChain);
|
||||
private static native void nDestroyEntity(long nativeEngine, int entity);
|
||||
private static native void nFlushAndWait(long nativeEngine);
|
||||
private static native long nGetTransformManager(long nativeEngine);
|
||||
|
||||
+19
-1
@@ -625,6 +625,15 @@ public class MaterialInstance {
|
||||
nSetDepthCulling(getNativeObject(), enable);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the depth comparison function (default is {@link TextureSampler.CompareFunction#GE}).
|
||||
*
|
||||
* @param func the depth comparison function
|
||||
*/
|
||||
public void setDepthFunc(TextureSampler.CompareFunction func) {
|
||||
nSetDepthFunc(getNativeObject(), func.ordinal());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether depth culling is enabled.
|
||||
*/
|
||||
@@ -632,6 +641,13 @@ public class MaterialInstance {
|
||||
return nIsDepthCullingEnabled(getNativeObject());
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the depth comparison function.
|
||||
*/
|
||||
public TextureSampler.CompareFunction getDepthFunc() {
|
||||
return TextureSampler.EnumCache.sCompareFunctionValues[nGetDepthFunc(getNativeObject())];
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the stencil comparison function (default is {@link TextureSampler.CompareFunction#ALWAYS}).
|
||||
*
|
||||
@@ -884,7 +900,7 @@ public class MaterialInstance {
|
||||
@IntRange(from = 0) int offset, @IntRange(from = 1) int count);
|
||||
|
||||
private static native void nSetParameterTexture(long nativeMaterialInstance,
|
||||
@NonNull String name, long nativeTexture, int sampler);
|
||||
@NonNull String name, long nativeTexture, long sampler);
|
||||
|
||||
private static native void nSetScissor(long nativeMaterialInstance,
|
||||
@IntRange(from = 0) int left, @IntRange(from = 0) int bottom,
|
||||
@@ -908,6 +924,7 @@ public class MaterialInstance {
|
||||
private static native void nSetDepthWrite(long nativeMaterialInstance, boolean enable);
|
||||
private static native void nSetStencilWrite(long nativeMaterialInstance, boolean enable);
|
||||
private static native void nSetDepthCulling(long nativeMaterialInstance, boolean enable);
|
||||
private static native void nSetDepthFunc(long nativeMaterialInstance, long function);
|
||||
|
||||
private static native void nSetStencilCompareFunction(long nativeMaterialInstance,
|
||||
long function, long face);
|
||||
@@ -939,4 +956,5 @@ public class MaterialInstance {
|
||||
private static native boolean nIsDepthWriteEnabled(long nativeMaterialInstance);
|
||||
private static native boolean nIsStencilWriteEnabled(long nativeMaterialInstance);
|
||||
private static native boolean nIsDepthCullingEnabled(long nativeMaterialInstance);
|
||||
private static native int nGetDepthFunc(long nativeMaterialInstance);
|
||||
}
|
||||
|
||||
@@ -81,8 +81,6 @@ public class RenderTarget {
|
||||
/**
|
||||
* Sets a texture to a given attachment point.
|
||||
*
|
||||
* <p>All RenderTargets must have a non-null <code>COLOR</code> attachment.</p>
|
||||
*
|
||||
* @param attachment The attachment point of the texture.
|
||||
* @param texture The associated texture object.
|
||||
* @return A reference to this Builder for chaining calls.
|
||||
|
||||
+34
-2
@@ -417,7 +417,19 @@ public class RenderableManager {
|
||||
*/
|
||||
@NonNull
|
||||
public Builder enableSkinningBuffers(boolean enabled) {
|
||||
nEnableSkinningBuffers(mNativeBuilder, enabled);
|
||||
nBuilderEnableSkinningBuffers(mNativeBuilder, enabled);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Controls if this renderable is affected by the large-scale fog.
|
||||
* @param enabled If true, enables large-scale fog on this object. Disables it otherwise.
|
||||
* True by default.
|
||||
* @return this <code>Builder</code> object for chaining calls
|
||||
*/
|
||||
@NonNull
|
||||
public Builder fog(boolean enabled) {
|
||||
nBuilderFog(mNativeBuilder, enabled);
|
||||
return this;
|
||||
}
|
||||
|
||||
@@ -729,6 +741,23 @@ public class RenderableManager {
|
||||
nSetCulling(mNativeObject, i, enabled);
|
||||
}
|
||||
|
||||
/**
|
||||
* Changes whether or not the large-scale fog is applied to this renderable
|
||||
* @see Builder#fog
|
||||
*/
|
||||
public void setFogEnabled(@EntityInstance int i, boolean enabled) {
|
||||
nSetFogEnabled(mNativeObject, i, enabled);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether large-scale fog is enabled for this renderable.
|
||||
* @return True if fog is enabled for this renderable.
|
||||
* @see Builder#fog
|
||||
*/
|
||||
public boolean getFogEnabled(@EntityInstance int i) {
|
||||
return nGetFogEnabled(mNativeObject, i);
|
||||
}
|
||||
|
||||
/**
|
||||
* Enables or disables a light channel.
|
||||
* Light channel 0 is enabled by default.
|
||||
@@ -951,7 +980,8 @@ public class RenderableManager {
|
||||
private static native void nBuilderSkinningBuffer(long nativeBuilder, long nativeSkinningBuffer, int boneCount, int offset);
|
||||
private static native void nBuilderMorphing(long nativeBuilder, int targetCount);
|
||||
private static native void nBuilderSetMorphTargetBufferAt(long nativeBuilder, int level, int primitiveIndex, long nativeMorphTargetBuffer, int offset, int count);
|
||||
private static native void nEnableSkinningBuffers(long nativeBuilder, boolean enabled);
|
||||
private static native void nBuilderEnableSkinningBuffers(long nativeBuilder, boolean enabled);
|
||||
private static native void nBuilderFog(long nativeBuilder, boolean enabled);
|
||||
private static native void nBuilderLightChannel(long nativeRenderableManager, int channel, boolean enable);
|
||||
private static native void nBuilderInstances(long nativeRenderableManager, int instances);
|
||||
|
||||
@@ -966,6 +996,8 @@ public class RenderableManager {
|
||||
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 nSetFogEnabled(long nativeRenderableManager, int i, boolean enabled);
|
||||
private static native boolean nGetFogEnabled(long nativeRenderableManager, int i);
|
||||
private static native void nSetLightChannel(long nativeRenderableManager, int i, int channel, boolean enable);
|
||||
private static native boolean nGetLightChannel(long nativeRenderableManager, int i, int channel);
|
||||
private static native void nSetCastShadows(long nativeRenderableManager, int i, boolean enabled);
|
||||
|
||||
@@ -137,10 +137,6 @@ public class SwapChain {
|
||||
* </p>
|
||||
*
|
||||
* <p>
|
||||
* The FrameCompletedCallback is guaranteed to be called on the main Filament thread.
|
||||
* </p>
|
||||
*
|
||||
* <p>
|
||||
* Warning: Only Filament's Metal backend supports frame callbacks. Other backends ignore the
|
||||
* callback (which will never be called) and proceed normally.
|
||||
* </p>
|
||||
|
||||
+19
-19
@@ -126,7 +126,7 @@ public class TextureSampler {
|
||||
NEVER
|
||||
}
|
||||
|
||||
int mSampler = 0; // bit field used by native
|
||||
long mSampler = 0; // bit field used by native
|
||||
|
||||
/**
|
||||
* Initializes the <code>TextureSampler</code> with default values.
|
||||
@@ -342,26 +342,26 @@ public class TextureSampler {
|
||||
}
|
||||
}
|
||||
|
||||
private static native int nCreateSampler(int min, int max, int s, int t, int r);
|
||||
private static native int nCreateCompareSampler(int mode, int function);
|
||||
private static native long nCreateSampler(int min, int max, int s, int t, int r);
|
||||
private static native long nCreateCompareSampler(int mode, int function);
|
||||
|
||||
private static native int nGetMinFilter(int sampler);
|
||||
private static native int nSetMinFilter(int sampler, int filter);
|
||||
private static native int nGetMagFilter(int sampler);
|
||||
private static native int nSetMagFilter(int sampler, int filter);
|
||||
private static native int nGetMinFilter(long sampler);
|
||||
private static native long nSetMinFilter(long sampler, int filter);
|
||||
private static native int nGetMagFilter(long sampler);
|
||||
private static native long nSetMagFilter(long sampler, int filter);
|
||||
|
||||
private static native int nGetWrapModeS(int sampler);
|
||||
private static native int nSetWrapModeS(int sampler, int mode);
|
||||
private static native int nGetWrapModeT(int sampler);
|
||||
private static native int nSetWrapModeT(int sampler, int mode);
|
||||
private static native int nGetWrapModeR(int sampler);
|
||||
private static native int nSetWrapModeR(int sampler, int mode);
|
||||
private static native int nGetWrapModeS(long sampler);
|
||||
private static native long nSetWrapModeS(long sampler, int mode);
|
||||
private static native int nGetWrapModeT(long sampler);
|
||||
private static native long nSetWrapModeT(long sampler, int mode);
|
||||
private static native int nGetWrapModeR(long sampler);
|
||||
private static native long nSetWrapModeR(long sampler, int mode);
|
||||
|
||||
private static native int nGetCompareMode(int sampler);
|
||||
private static native int nSetCompareMode(int sampler, int mode);
|
||||
private static native int nGetCompareFunction(int sampler);
|
||||
private static native int nSetCompareFunction(int sampler, int function);
|
||||
private static native int nGetCompareMode(long sampler);
|
||||
private static native long nSetCompareMode(long sampler, int mode);
|
||||
private static native int nGetCompareFunction(long sampler);
|
||||
private static native long nSetCompareFunction(long sampler, int function);
|
||||
|
||||
private static native float nGetAnisotropy(int sampler);
|
||||
private static native int nSetAnisotropy(int sampler, float anisotropy);
|
||||
private static native float nGetAnisotropy(long sampler);
|
||||
private static native long nSetAnisotropy(long sampler, float anisotropy);
|
||||
}
|
||||
|
||||
@@ -27,6 +27,8 @@ import static com.google.android.filament.Asserts.assertFloat3In;
|
||||
import static com.google.android.filament.Asserts.assertFloat4In;
|
||||
import static com.google.android.filament.Colors.LinearColor;
|
||||
|
||||
import com.google.android.filament.proguard.UsedByNative;
|
||||
|
||||
/**
|
||||
* Encompasses all the state needed for rendering a {@link Scene}.
|
||||
*
|
||||
@@ -966,6 +968,7 @@ public class View {
|
||||
options.color[0], options.color[1], options.color[2],
|
||||
options.density, options.inScatteringStart, options.inScatteringSize,
|
||||
options.fogColorFromIbl,
|
||||
options.skyColor == null ? 0 : options.skyColor.getNativeObject(),
|
||||
options.enabled);
|
||||
}
|
||||
|
||||
@@ -1095,10 +1098,29 @@ public class View {
|
||||
nPick(getNativeObject(), x, y, handler, internalCallback);
|
||||
}
|
||||
|
||||
@UsedByNative("View.cpp")
|
||||
private static class InternalOnPickCallback implements Runnable {
|
||||
private final OnPickCallback mUserCallback;
|
||||
private final PickingQueryResult mPickingQueryResult = new PickingQueryResult();
|
||||
|
||||
@UsedByNative("View.cpp")
|
||||
@Entity
|
||||
int mRenderable;
|
||||
|
||||
@UsedByNative("View.cpp")
|
||||
float mDepth;
|
||||
|
||||
@UsedByNative("View.cpp")
|
||||
float mFragCoordsX;
|
||||
@UsedByNative("View.cpp")
|
||||
float mFragCoordsY;
|
||||
@UsedByNative("View.cpp")
|
||||
float mFragCoordsZ;
|
||||
|
||||
public InternalOnPickCallback(OnPickCallback mUserCallback) {
|
||||
this.mUserCallback = mUserCallback;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void run() {
|
||||
mPickingQueryResult.renderable = mRenderable;
|
||||
@@ -1108,13 +1130,51 @@ public class View {
|
||||
mPickingQueryResult.fragCoords[2] = mFragCoordsZ;
|
||||
mUserCallback.onPick(mPickingQueryResult);
|
||||
}
|
||||
private final OnPickCallback mUserCallback;
|
||||
private final PickingQueryResult mPickingQueryResult = new PickingQueryResult();
|
||||
@Entity int mRenderable;
|
||||
float mDepth;
|
||||
float mFragCoordsX;
|
||||
float mFragCoordsY;
|
||||
float mFragCoordsZ;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the value of material global variables. There are up-to four such variable each of
|
||||
* type float4. These variables can be read in a user Material with
|
||||
* `getMaterialGlobal{0|1|2|3}()`. All variable start with a default value of { 0, 0, 0, 1 }
|
||||
*
|
||||
* @param index index of the variable to set between 0 and 3.
|
||||
* @param value new value for the variable.
|
||||
* @see #getMaterialGlobal
|
||||
*/
|
||||
public void setMaterialGlobal(int index, @NonNull @Size(min = 4) float[] value) {
|
||||
Asserts.assertFloat4In(value);
|
||||
nSetMaterialGlobal(getNativeObject(), index, value[0], value[1], value[2], value[3]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the value of the material global variables.
|
||||
* All variable start with a default value of { 0, 0, 0, 1 }
|
||||
*
|
||||
* @param index index of the variable to set between 0 and 3.
|
||||
* @param out A 4-float array where the value will be stored, or null in which case the array is
|
||||
* allocated.
|
||||
* @return A 4-float array containing the current value of the variable.
|
||||
* @see #setMaterialGlobal
|
||||
*/
|
||||
@NonNull @Size(min = 4)
|
||||
public float[] getMaterialGlobal(int index, @Nullable @Size(min = 4) float[] out) {
|
||||
out = Asserts.assertFloat4(out);
|
||||
nGetMaterialGlobal(getNativeObject(), index, out);
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get an Entity representing the large scale fog object.
|
||||
* This entity is always inherited by the View's Scene.
|
||||
*
|
||||
* It is for example possible to create a TransformManager component with this
|
||||
* Entity and apply a transformation globally on the fog.
|
||||
*
|
||||
* @return an Entity representing the large scale fog object.
|
||||
*/
|
||||
@Entity
|
||||
public int getFogEntity() {
|
||||
return nGetFogEntity(getNativeObject());
|
||||
}
|
||||
|
||||
public long getNativeObject() {
|
||||
@@ -1158,7 +1218,7 @@ 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 cutOffDistance, float v, float v1, float v2, float density, float inScatteringStart, float inScatteringSize, boolean fogColorFromIbl, long skyColorNativeObject, 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);
|
||||
@@ -1173,6 +1233,10 @@ public class View {
|
||||
private static native void nPick(long nativeView, int x, int y, Object handler, InternalOnPickCallback internalCallback);
|
||||
private static native void nSetStencilBufferEnabled(long nativeView, boolean enabled);
|
||||
private static native boolean nIsStencilBufferEnabled(long nativeView);
|
||||
private static native void nSetMaterialGlobal(long nativeView, int index, float x, float y, float z, float w);
|
||||
private static native void nGetMaterialGlobal(long nativeView, int index, float[] out);
|
||||
private static native int nGetFogEntity(long nativeView);
|
||||
|
||||
|
||||
/**
|
||||
* List of available ambient occlusion techniques.
|
||||
@@ -1328,13 +1392,13 @@ public class View {
|
||||
/**
|
||||
* resolution of vertical axis (2^levels to 2048)
|
||||
*/
|
||||
public int resolution = 360;
|
||||
public int resolution = 384;
|
||||
/**
|
||||
* bloom x/y aspect-ratio (1/32 to 32)
|
||||
*/
|
||||
public float anamorphism = 1.0f;
|
||||
/**
|
||||
* number of blur levels (3 to 11)
|
||||
* number of blur levels (1 to 11)
|
||||
*/
|
||||
public int levels = 6;
|
||||
/**
|
||||
@@ -1469,9 +1533,31 @@ public class View {
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* This simulates a more anisotropic phase-function.
|
||||
*
|
||||
* `fogColorFromIbl` is ignored when skyTexture is specified.
|
||||
*
|
||||
* @see skyColor
|
||||
*/
|
||||
public boolean fogColorFromIbl = false;
|
||||
/**
|
||||
* skyTexture must be a mipmapped cubemap. When provided, the fog color will be sampled from
|
||||
* this texture, higher resolution mip levels will be used for objects at the far clip plane,
|
||||
* and lower resolution mip levels for objects closer to the camera. The skyTexture should
|
||||
* typically be heavily blurred; a typical way to produce this texture is to blur the base
|
||||
* level with a strong gaussian filter or even an irradiance filter and then generate mip
|
||||
* levels as usual. How blurred the base level is somewhat of an artistic decision.
|
||||
*
|
||||
* This simulates a more anisotropic phase-function.
|
||||
*
|
||||
* `fogColorFromIbl` is ignored when skyTexture is specified.
|
||||
*
|
||||
* @see Texture
|
||||
* @see fogColorFromIbl
|
||||
*/
|
||||
@Nullable
|
||||
public Texture skyColor = null;
|
||||
/**
|
||||
* Enable or disable large-scale fog
|
||||
*/
|
||||
@@ -1900,4 +1986,11 @@ public class View {
|
||||
*/
|
||||
public float penumbraRatioScale = 1.0f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Options for stereoscopic (multi-eye) rendering.
|
||||
*/
|
||||
public static class StereoscopicOptions {
|
||||
public boolean enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
+60
@@ -0,0 +1,60 @@
|
||||
/*
|
||||
* Copyright (C) 2023 The Android Open Source Project
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
package com.google.android.filament.android;
|
||||
|
||||
import com.google.android.filament.Engine;
|
||||
import com.google.android.filament.Fence;
|
||||
|
||||
public class FilamentHelper {
|
||||
|
||||
/**
|
||||
* Wait for all pending frames to be processed before returning. This is to avoid a race
|
||||
* between the surface being resized before pending frames are rendered into it.
|
||||
* <p>
|
||||
* For {@link android.view.TextureView} this must be called before the texture's size is
|
||||
* reconfigured, which unfortunately is done by the Android framework before
|
||||
* {@link UiHelper} listeners are invoked. Therefore <code>synchronizePendingFrames</code>
|
||||
* cannot be called from
|
||||
* {@link android.view.TextureView.SurfaceTextureListener#onSurfaceTextureSizeChanged}; instead
|
||||
* a subclass of {@link android.view.TextureView} must be used in order to call it from
|
||||
* {@link android.view.TextureView#onSizeChanged}:
|
||||
* </p>
|
||||
* <pre>
|
||||
* public class MyTextureView extends TextureView {
|
||||
* private Engine engine;
|
||||
* protected void onSizeChanged(int w, int h, int oldw, int oldh) {
|
||||
* FilamentHelper.synchronizePendingFrames(engine);
|
||||
* super.onSizeChanged(w, h, oldw, oldh);
|
||||
* }
|
||||
* }
|
||||
* </pre>
|
||||
*
|
||||
* Otherwise, this is typically called from {@link UiHelper.RendererCallback#onResized},
|
||||
* {@link android.view.SurfaceHolder.Callback#surfaceChanged}.
|
||||
*
|
||||
* @param engine Filament engine to synchronize
|
||||
*
|
||||
* @see UiHelper.RendererCallback#onResized
|
||||
* @see android.view.SurfaceHolder.Callback#surfaceChanged
|
||||
* @see android.view.TextureView#onSizeChanged
|
||||
*/
|
||||
static public void synchronizePendingFrames(Engine engine) {
|
||||
Fence fence = engine.createFence();
|
||||
fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER);
|
||||
engine.destroyFence(fence);
|
||||
}
|
||||
}
|
||||
+23
-3
@@ -84,6 +84,14 @@ import com.google.android.filament.SwapChain;
|
||||
* // The native surface has changed size. This is always called at least once
|
||||
* // after the surface is created (after onNativeWindowChanged() is invoked).
|
||||
* public void onResized(int width, int height) {
|
||||
*
|
||||
* // Wait for all pending frames to be processed before returning. This is to
|
||||
* // avoid a race between the surface being resized before pending frames are
|
||||
* // rendered into it.
|
||||
* Fence fence = mEngine.createFence();
|
||||
* fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER);
|
||||
* mEngine.destroyFence(fence);
|
||||
*
|
||||
* // Compute camera projection and set the viewport on the view
|
||||
* }
|
||||
* });
|
||||
@@ -175,7 +183,7 @@ public class UiHelper {
|
||||
}
|
||||
|
||||
private static class SurfaceViewHandler implements RenderSurface {
|
||||
private SurfaceView mSurfaceView;
|
||||
private final SurfaceView mSurfaceView;
|
||||
|
||||
SurfaceViewHandler(SurfaceView surface) {
|
||||
mSurfaceView = surface;
|
||||
@@ -192,7 +200,7 @@ public class UiHelper {
|
||||
}
|
||||
|
||||
private static class SurfaceHolderHandler implements RenderSurface {
|
||||
private SurfaceHolder mSurfaceHolder;
|
||||
private final SurfaceHolder mSurfaceHolder;
|
||||
|
||||
SurfaceHolderHandler(SurfaceHolder surface) {
|
||||
mSurfaceHolder = surface;
|
||||
@@ -209,7 +217,7 @@ public class UiHelper {
|
||||
}
|
||||
|
||||
private class TextureViewHandler implements RenderSurface {
|
||||
private TextureView mTextureView;
|
||||
private final TextureView mTextureView;
|
||||
private Surface mSurface;
|
||||
|
||||
TextureViewHandler(TextureView surface) { mTextureView = surface; }
|
||||
@@ -236,6 +244,10 @@ public class UiHelper {
|
||||
}
|
||||
mSurface = surface;
|
||||
}
|
||||
|
||||
public Surface getSurface() {
|
||||
return mSurface;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -481,6 +493,14 @@ public class UiHelper {
|
||||
} else {
|
||||
mRenderCallback.onResized(width, height);
|
||||
}
|
||||
// We must recreate the SwapChain to guarantee that it sees the new size.
|
||||
// More precisely, for an EGL client, the EGLSurface must be recreated. For
|
||||
// a Vulkan client, the SwapChain must be recreated. Calling
|
||||
// onNativeWindowChanged() will accomplish that.
|
||||
// This requirement comes from SurfaceTexture.setDefaultBufferSize()
|
||||
// documentation.
|
||||
TextureViewHandler textureViewHandler = (TextureViewHandler) mRenderSurface;
|
||||
mRenderCallback.onNativeWindowChanged(textureViewHandler.getSurface());
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
apply plugin: 'kotlin-android'
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
android {
|
||||
namespace 'com.google.android.filament.utils'
|
||||
@@ -21,16 +24,11 @@ android {
|
||||
excludes += ['lib/*/libfilament-jni.so', 'lib/*/libgltfio-jni.so']
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
configurations.all { config ->
|
||||
// Hack to preserve the version of the dependencies
|
||||
if (!config.name.endsWith('Publication')) {
|
||||
resolutionStrategy {
|
||||
dependencySubstitution {
|
||||
substitute(module("com.google.android.filament:gltfio-android:${VERSION_NAME}")).with(project(":gltfio-android"))
|
||||
substitute(module("com.google.android.filament:gltfio-android-lite:${VERSION_NAME}")).with(project(":gltfio-android"))
|
||||
}
|
||||
publishing {
|
||||
singleVariant("release") {
|
||||
withSourcesJar()
|
||||
withJavadocJar()
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -43,7 +41,7 @@ dependencies {
|
||||
implementation deps.coroutines.android
|
||||
|
||||
api project(':filament-android')
|
||||
api module("com.google.android.filament:gltfio-android:${VERSION_NAME}")
|
||||
api project(':gltfio-android')
|
||||
}
|
||||
|
||||
apply from: rootProject.file('gradle/gradle-mvn-push.gradle')
|
||||
|
||||
+1169
File diff suppressed because it is too large
Load Diff
+245
-19
@@ -14,7 +14,7 @@
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
@file:Suppress("unused")
|
||||
@file:Suppress("NOTHING_TO_INLINE", "unused")
|
||||
|
||||
package com.google.android.filament.utils
|
||||
|
||||
@@ -24,8 +24,16 @@ enum class MatrixColumn {
|
||||
X, Y, Z, W
|
||||
}
|
||||
|
||||
enum class RotationsOrder {
|
||||
XYZ, XZY, YXZ, YZX, ZXY, ZYX
|
||||
enum class RotationsOrder(
|
||||
val yaw: VectorComponent,
|
||||
val pitch: VectorComponent,
|
||||
val roll: VectorComponent) {
|
||||
XYZ(VectorComponent.X, VectorComponent.Y, VectorComponent.Z),
|
||||
XZY(VectorComponent.X, VectorComponent.Z, VectorComponent.Y),
|
||||
YXZ(VectorComponent.Y, VectorComponent.X, VectorComponent.Z),
|
||||
YZX(VectorComponent.Y, VectorComponent.Z, VectorComponent.X),
|
||||
ZXY(VectorComponent.Z, VectorComponent.X, VectorComponent.Y),
|
||||
ZYX(VectorComponent.Z, VectorComponent.Y, VectorComponent.X);
|
||||
}
|
||||
|
||||
data class Mat2(
|
||||
@@ -77,6 +85,12 @@ data class Mat2(
|
||||
operator fun minus(v: Float) = Mat2(x - v, y - v)
|
||||
operator fun times(v: Float) = Mat2(x * v, y * v)
|
||||
operator fun div(v: Float) = Mat2(x / v, y / v)
|
||||
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat2(
|
||||
x.compareTo(v, delta),
|
||||
y.compareTo(v, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float, delta: Float = 0.0f) = x.equals(v, delta) && y.equals(v, delta)
|
||||
|
||||
operator fun times(m: Mat2) = Mat2(
|
||||
Float2(
|
||||
@@ -89,12 +103,18 @@ data class Mat2(
|
||||
)
|
||||
)
|
||||
|
||||
inline fun compareTo(m: Mat2, delta: Float = 0.0f) = Mat2(
|
||||
x.compareTo(m.x, delta),
|
||||
y.compareTo(m.y, delta)
|
||||
)
|
||||
|
||||
inline fun equals(m: Mat2, delta: Float = 0.0f) = x.equals(m.x, delta) && y.equals(m.y, delta)
|
||||
|
||||
operator fun times(v: Float2) = Float2(
|
||||
x.x * v.x + y.x * v.y,
|
||||
x.y * v.x + y.y * v.y,
|
||||
)
|
||||
|
||||
|
||||
fun toFloatArray() = floatArrayOf(
|
||||
x.x, y.x,
|
||||
x.y, y.y
|
||||
@@ -106,7 +126,6 @@ data class Mat2(
|
||||
|${x.y} ${y.y}|
|
||||
""".trimIndent()
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
data class Mat3(
|
||||
@@ -162,6 +181,14 @@ data class Mat3(
|
||||
operator fun minus(v: Float) = Mat3(x - v, y - v, z - v)
|
||||
operator fun times(v: Float) = Mat3(x * v, y * v, z * v)
|
||||
operator fun div(v: Float) = Mat3(x / v, y / v, z / v)
|
||||
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat3(
|
||||
x.compareTo(v, delta),
|
||||
y.compareTo(v, delta),
|
||||
z.compareTo(v, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float, delta: Float = 0.0f) =
|
||||
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta)
|
||||
|
||||
operator fun times(m: Mat3) = Mat3(
|
||||
Float3(
|
||||
@@ -181,6 +208,15 @@ data class Mat3(
|
||||
)
|
||||
)
|
||||
|
||||
inline fun compareTo(m: Mat3, delta: Float = 0.0f) = Mat3(
|
||||
x.compareTo(m.x, delta),
|
||||
y.compareTo(m.y, delta),
|
||||
z.compareTo(m.z, delta)
|
||||
)
|
||||
|
||||
inline fun equals(m: Mat3, delta: Float = 0.0f) =
|
||||
x.equals(m.x, delta) && y.equals(m.y, delta) && z.equals(m.z, delta)
|
||||
|
||||
operator fun times(v: Float3) = Float3(
|
||||
x.x * v.x + y.x * v.y + z.x * v.z,
|
||||
x.y * v.x + y.y * v.y + z.y * v.z,
|
||||
@@ -212,6 +248,7 @@ data class Mat4(
|
||||
constructor(m: Mat4) : this(m.x.copy(), m.y.copy(), m.z.copy(), m.w.copy())
|
||||
|
||||
companion object {
|
||||
|
||||
fun of(vararg a: Float): Mat4 {
|
||||
require(a.size >= 16)
|
||||
return Mat4(
|
||||
@@ -302,6 +339,15 @@ data class Mat4(
|
||||
operator fun minus(v: Float) = Mat4(x - v, y - v, z - v, w - v)
|
||||
operator fun times(v: Float) = Mat4(x * v, y * v, z * v, w * v)
|
||||
operator fun div(v: Float) = Mat4(x / v, y / v, z / v, w / v)
|
||||
inline fun compareTo(v: Float, delta: Float = 0.0f) = Mat4(
|
||||
x.compareTo(v, delta),
|
||||
y.compareTo(v, delta),
|
||||
z.compareTo(v, delta),
|
||||
w.compareTo(v, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float, delta: Float = 0.0f) =
|
||||
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta) && w.equals(v, delta)
|
||||
|
||||
operator fun times(m: Mat4) = Mat4(
|
||||
Float4(
|
||||
@@ -330,6 +376,16 @@ data class Mat4(
|
||||
)
|
||||
)
|
||||
|
||||
inline fun compareTo(m: Mat4, delta: Float = 0.0f) = Mat4(
|
||||
x.compareTo(m.x, delta),
|
||||
y.compareTo(m.y, delta),
|
||||
z.compareTo(m.z, delta),
|
||||
w.compareTo(m.w, delta)
|
||||
)
|
||||
|
||||
inline fun equals(m: Mat4, delta: Float = 0.0f) =
|
||||
x.equals(m.x, delta) && y.equals(m.y, delta) && z.equals(m.z, delta) && w.equals(m.w, delta)
|
||||
|
||||
operator fun times(v: Float4) = Float4(
|
||||
x.x * v.x + y.x * v.y + z.x * v.z+ w.x * v.w,
|
||||
x.y * v.x + y.y * v.y + z.y * v.z+ w.y * v.w,
|
||||
@@ -337,6 +393,26 @@ data class Mat4(
|
||||
x.w * v.x + y.w * v.y + z.w * v.z+ w.w * v.w
|
||||
)
|
||||
|
||||
/**
|
||||
* Get the Euler angles in degrees from this rotation Matrix
|
||||
*
|
||||
* Don't forget to extract the rotation with [rotation] if this is a transposed matrix
|
||||
*
|
||||
* @param order The order in which to apply rotations.
|
||||
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
|
||||
* axis, then its Y axis and finally its X axis.
|
||||
*
|
||||
* @see eulerAngles
|
||||
*/
|
||||
fun toEulerAngles(order: RotationsOrder = RotationsOrder.ZYX) = eulerAngles(this, order)
|
||||
|
||||
/**
|
||||
* Get the [Quaternion] from this rotation Matrix
|
||||
*
|
||||
* Don't forget to extract the rotation with [rotation] if this is a transposed matrix
|
||||
*
|
||||
* @see quaternion
|
||||
*/
|
||||
fun toQuaternion() = quaternion(this)
|
||||
|
||||
fun toFloatArray() = floatArrayOf(
|
||||
@@ -356,6 +432,78 @@ data class Mat4(
|
||||
}
|
||||
}
|
||||
|
||||
inline fun equal(a: Mat2, b: Float, delta: Float = 0.0f) = Bool2(
|
||||
a.x.equals(b, delta),
|
||||
a.y.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Mat2, b: Mat2, delta: Float = 0.0f) = Bool2(
|
||||
a.x.equals(b.x, delta),
|
||||
a.y.equals(b.y, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Mat2, b: Float, delta: Float = 0.0f) = Bool2(
|
||||
!a.x.equals(b, delta),
|
||||
!a.y.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Mat2, b: Mat2, delta: Float = 0.0f) = Bool2(
|
||||
!a.x.equals(b.x, delta),
|
||||
!a.y.equals(b.y, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Mat3, b: Float, delta: Float = 0.0f) = Bool3(
|
||||
a.x.equals(b, delta),
|
||||
a.y.equals(b, delta),
|
||||
a.z.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Mat3, b: Mat3, delta: Float = 0.0f) = Bool3(
|
||||
a.x.equals(b.x, delta),
|
||||
a.y.equals(b.y, delta),
|
||||
a.z.equals(b.z, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Mat3, b: Float, delta: Float = 0.0f) = Bool3(
|
||||
!a.x.equals(b, delta),
|
||||
!a.y.equals(b, delta),
|
||||
!a.z.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Mat3, b: Mat3, delta: Float = 0.0f) = Bool3(
|
||||
!a.x.equals(b.x, delta),
|
||||
!a.y.equals(b.y, delta),
|
||||
!a.z.equals(b.z, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Mat4, b: Float, delta: Float = 0.0f) = Bool4(
|
||||
a.x.equals(b, delta),
|
||||
a.y.equals(b, delta),
|
||||
a.z.equals(b, delta),
|
||||
a.w.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Mat4, b: Mat4, delta: Float = 0.0f) = Bool4(
|
||||
a.x.equals(b.x, delta),
|
||||
a.y.equals(b.y, delta),
|
||||
a.z.equals(b.z, delta),
|
||||
a.w.equals(b.w, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Mat4, b: Float, delta: Float = 0.0f) = Bool4(
|
||||
!a.x.equals(b, delta),
|
||||
!a.y.equals(b, delta),
|
||||
!a.z.equals(b, delta),
|
||||
!a.w.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Mat4, b: Mat4, delta: Float = 0.0f) = Bool4(
|
||||
!a.x.equals(b.x, delta),
|
||||
!a.y.equals(b.y, delta),
|
||||
!a.z.equals(b.z, delta),
|
||||
!a.w.equals(b.w, delta)
|
||||
)
|
||||
|
||||
fun transpose(m: Mat2) = Mat2(
|
||||
Float2(m.x.x, m.y.x),
|
||||
Float2(m.x.y, m.y.y)
|
||||
@@ -494,14 +642,7 @@ fun rotation(m: Mat4) = Mat4(normalize(m.right), normalize(m.up), normalize(m.fo
|
||||
*/
|
||||
fun rotation(d: Float3, order: RotationsOrder = RotationsOrder.ZYX): Mat4 {
|
||||
val r = transform(d, ::radians)
|
||||
return when(order) {
|
||||
RotationsOrder.XZY -> rotation(r.x, r.z, r.y)
|
||||
RotationsOrder.XYZ -> rotation(r.x, r.y, r.z)
|
||||
RotationsOrder.YXZ -> rotation(r.y, r.x, r.z)
|
||||
RotationsOrder.YZX -> rotation(r.y, r.z, r.x)
|
||||
RotationsOrder.ZYX -> rotation(r.z, r.y, r.x)
|
||||
RotationsOrder.ZXY -> rotation(r.z, r.x, r.y)
|
||||
}
|
||||
return rotation(r[order.yaw], r[order.pitch], r[order.roll], order)
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -599,13 +740,93 @@ fun rotation(quaternion: Quaternion): Mat4 {
|
||||
Float4(
|
||||
2.0f * (n.x * n.z + n.y * n.w),
|
||||
2.0f * (n.y * n.z - n.x * n.w),
|
||||
1.0f - 2.0f * (n.x * n.x + n.y * n.y),
|
||||
1.0f - 2.0f * (n.x * n.x + n.y * n.y)
|
||||
)
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Extract Quaternion rotation from a Matrix
|
||||
* Get the Euler angles in degrees from a rotation Matrix
|
||||
*
|
||||
* @param m The rotation matrix.
|
||||
* Don't forget to extract the rotation with [rotation] if it's transposed
|
||||
* @param order The order in which to apply rotations.
|
||||
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
|
||||
* axis, then its Y axis and finally its X axis.
|
||||
*/
|
||||
fun eulerAngles(m: Mat4, order: RotationsOrder = RotationsOrder.ZYX): Float3 {
|
||||
// We need to more simplify this with RotationsOrder VectorComponents mapped to MatrixColumn
|
||||
return transform(Float3().apply {
|
||||
when (order) {
|
||||
RotationsOrder.XYZ -> {
|
||||
this[order.pitch] = asin(clamp(m.z.x, -1.0f, 1.0f))
|
||||
if (abs(m.z.x) < 0.9999999f) {
|
||||
this[order.yaw] = atan2(-m.z.y, m.z.z)
|
||||
this[order.roll] = atan2(-m.y.x, m.x.x)
|
||||
} else {
|
||||
this[order.yaw] = atan2(m.y.z, m.y.y)
|
||||
this[order.roll] = 0.0f
|
||||
}
|
||||
}
|
||||
RotationsOrder.XZY -> {
|
||||
this[order.pitch] = asin(-clamp(m.y.x, -1.0f, 1.0f))
|
||||
if (abs(m.y.x) < 0.9999999f) {
|
||||
this[order.yaw] = atan2(m.y.z, m.y.y)
|
||||
this[order.roll] = atan2(m.z.x, m.x.x)
|
||||
} else {
|
||||
this[order.yaw] = atan2(-m.z.y, m.z.z)
|
||||
this[order.roll] = 0.0f
|
||||
}
|
||||
}
|
||||
RotationsOrder.YXZ -> {
|
||||
this[order.pitch] = asin(-clamp(m.z.y, -1.0f, 1.0f))
|
||||
if (abs(m.z.y) < 0.9999999f) {
|
||||
this[order.yaw] = atan2(m.z.x, m.z.z)
|
||||
this[order.roll] = atan2(m.x.y, m.y.y)
|
||||
} else {
|
||||
this[order.yaw] = atan2(-m.x.z, m.x.x)
|
||||
this[order.roll] = 0.0f
|
||||
}
|
||||
}
|
||||
RotationsOrder.YZX -> {
|
||||
this[order.pitch] = asin(clamp(m.x.y, -1.0f, 1.0f))
|
||||
if (abs(m.x.y) < 0.9999999f) {
|
||||
this[order.roll] = atan2(-m.z.y, m.y.y)
|
||||
this[order.yaw] = atan2(-m.x.z, m.x.x)
|
||||
} else {
|
||||
this[order.roll] = 0.0f
|
||||
this[order.yaw] = atan2(m.z.x, m.z.z)
|
||||
}
|
||||
}
|
||||
RotationsOrder.ZXY -> {
|
||||
this[order.pitch] = asin(clamp(m.y.z, -1.0f, 1.0f))
|
||||
if (abs(m.y.z) < 0.9999999f) {
|
||||
this[order.roll] = atan2(-m.x.z, m.z.z)
|
||||
this[order.yaw] = atan2(-m.y.x, m.y.y)
|
||||
} else {
|
||||
this[order.roll] = 0.0f
|
||||
this[order.yaw] = atan2(m.x.y, m.x.x)
|
||||
}
|
||||
}
|
||||
RotationsOrder.ZYX -> {
|
||||
this[order.pitch] = asin(-clamp(m.x.z, -1.0f, 1.0f))
|
||||
if (abs(m.x.z) < 0.9999999f) {
|
||||
this[order.roll] = atan2(m.y.z, m.z.z)
|
||||
this[order.yaw] = atan2(m.x.y, m.x.x)
|
||||
} else {
|
||||
this[order.roll] = 0.0f
|
||||
this[order.yaw] = atan2(-m.y.x, m.y.y)
|
||||
}
|
||||
}
|
||||
}
|
||||
}, ::degrees)
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the [Quaternion] from a rotation Matrix
|
||||
*
|
||||
* @param m The rotation matrix.
|
||||
* Don't forget to extract the rotation with [rotation] if it's transposed
|
||||
*/
|
||||
fun quaternion(m: Mat4): Quaternion {
|
||||
val trace = m.x.x + m.y.y + m.z.z
|
||||
@@ -673,9 +894,14 @@ fun perspective(fov: Float, ratio: Float, near: Float, far: Float): Mat4 {
|
||||
}
|
||||
|
||||
fun ortho(l: Float, r: Float, b: Float, t: Float, n: Float, f: Float) = Mat4(
|
||||
Float4(x = 2.0f / (r - 1.0f)),
|
||||
Float4(y = 2.0f / (t - b)),
|
||||
Float4(z = -2.0f / (f - n)),
|
||||
Float4(-(r + l) / (r - l), -(t + b) / (t - b), -(f + n) / (f - n), 1.0f)
|
||||
Float4(x = 2.0f / (r - l)),
|
||||
Float4(y = 2.0f / (t - b)),
|
||||
Float4(z = -2.0f / (f - n)),
|
||||
Float4(
|
||||
-(r + l) / (r - l),
|
||||
-(t + b) / (t - b),
|
||||
-(f + n) / (f - n),
|
||||
1.0f
|
||||
)
|
||||
)
|
||||
|
||||
|
||||
+14
-4
@@ -191,7 +191,7 @@ class ModelViewer(
|
||||
asset = assetLoader.createAsset(buffer)
|
||||
asset?.let { asset ->
|
||||
resourceLoader.asyncBeginLoad(asset)
|
||||
animator = asset.getInstance().animator
|
||||
animator = asset.instance.animator
|
||||
asset.releaseSourceData()
|
||||
}
|
||||
}
|
||||
@@ -214,7 +214,7 @@ class ModelViewer(
|
||||
resourceLoader.addResourceData(uri, resourceBuffer)
|
||||
}
|
||||
resourceLoader.asyncBeginLoad(asset)
|
||||
animator = asset.getInstance().animator
|
||||
animator = asset.instance.animator
|
||||
asset.releaseSourceData()
|
||||
}
|
||||
}
|
||||
@@ -311,7 +311,7 @@ class ModelViewer(
|
||||
var count = 0
|
||||
val popRenderables = { count = asset.popRenderables(readyRenderables); count != 0 }
|
||||
while (popRenderables()) {
|
||||
for (i in 0..count - 1) {
|
||||
for (i in 0 until count) {
|
||||
val ri = rcm.getInstance(readyRenderables[i])
|
||||
rcm.setScreenSpaceContactShadows(ri, true)
|
||||
}
|
||||
@@ -371,7 +371,7 @@ class ModelViewer(
|
||||
resourceLoader.addResourceData(uri, buffer)
|
||||
}
|
||||
resourceLoader.asyncBeginLoad(asset)
|
||||
animator = asset.getInstance().animator
|
||||
animator = asset.instance.animator
|
||||
asset.releaseSourceData()
|
||||
}
|
||||
}
|
||||
@@ -405,9 +405,19 @@ class ModelViewer(
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
cameraManipulator.setViewport(width, height)
|
||||
updateCameraProjection()
|
||||
synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
private fun synchronizePendingFrames(engine: Engine) {
|
||||
// Wait for all pending frames to be processed before returning. This is to
|
||||
// avoid a race between the surface being resized before pending frames are
|
||||
// rendered into it.
|
||||
val fence = engine.createFence()
|
||||
fence.wait(Fence.Mode.FLUSH, Fence.WAIT_FOR_EVER)
|
||||
engine.destroyFence(fence)
|
||||
}
|
||||
|
||||
companion object {
|
||||
private val kDefaultObjectPosition = Float3(0.0f, 0.0f, -4.0f)
|
||||
}
|
||||
|
||||
+232
-66
@@ -33,9 +33,9 @@ data class Quaternion(
|
||||
var x: Float = 0.0f,
|
||||
var y: Float = 0.0f,
|
||||
var z: Float = 0.0f,
|
||||
var w: Float = 0.0f) {
|
||||
var w: Float = 1.0f) {
|
||||
|
||||
constructor(v: Float3, w: Float = 0.0f) : this(v.x, v.y, v.z, w)
|
||||
constructor(v: Float3, w: Float = 1.0f) : this(v.x, v.y, v.z, w)
|
||||
constructor(v: Float4) : this(v.x, v.y, v.z, v.w)
|
||||
constructor(q: Quaternion) : this(q.x, q.y, q.z, q.w)
|
||||
|
||||
@@ -52,42 +52,84 @@ data class Quaternion(
|
||||
}
|
||||
|
||||
/**
|
||||
* Construct a Quaternion from Euler angles using YPR around ZYX respectively
|
||||
* Construct a Quaternion from Euler angles using YPR around a specified order
|
||||
*
|
||||
* The Euler angles are applied in ZYX order.
|
||||
* i.e: a vector is first rotated about X (roll) then Y (pitch) and then Z (yaw).
|
||||
* Uses intrinsic Tait-Bryan angles. This means that rotations are performed with respect to
|
||||
* the local coordinate system.
|
||||
* That is, for order 'XYZ', the rotation is first around the X axis (which is the same as
|
||||
* the world-X axis), then around local-Y (which may now be different from the world
|
||||
* Y-axis), then local-Z (which may be different from the world Z-axis)
|
||||
*
|
||||
* @param d Per axis Euler angles in degrees
|
||||
* Yaw, pitch, roll (YPR) are taken accordingly to the rotations order input.
|
||||
* @param order The order in which to apply rotations.
|
||||
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around
|
||||
* its Z axis, then its Y axis and finally its X axis.
|
||||
*/
|
||||
fun fromEuler(d: Float3): Quaternion {
|
||||
fun fromEuler(d: Float3, order: RotationsOrder = RotationsOrder.ZYX): Quaternion {
|
||||
val r = transform(d, ::radians)
|
||||
return fromEulerZYX(r.z, r.y, r.x)
|
||||
return fromEuler(r[order.yaw], r[order.pitch], r[order.roll], order)
|
||||
}
|
||||
|
||||
/**
|
||||
* Construct a Quaternion from Euler angles using YPR around ZYX respectively
|
||||
* Construct a Quaternion from Euler yaw, pitch, roll around a specified order.
|
||||
*
|
||||
* The Euler angles are applied in ZYX order.
|
||||
* i.e: a vector is first rotated about X (roll) then Y (pitch) and then Z (yaw).
|
||||
*
|
||||
* @param roll about X axis in radians
|
||||
* @param pitch about Y axis in radians
|
||||
* @param yaw about Z axis in radians
|
||||
* @param roll about 1st rotation axis in radians. Z in case of ZYX order
|
||||
* @param pitch about 2nd rotation axis in radians. Y in case of ZYX order
|
||||
* @param yaw about 3rd rotation axis in radians. X in case of ZYX order
|
||||
* @param order The order in which to apply rotations.
|
||||
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
|
||||
* axis, then its Y axis and finally its X axis.
|
||||
*/
|
||||
fun fromEulerZYX(yaw: Float = 0.0f, pitch: Float = 0.0f, roll: Float = 0.0f): Quaternion {
|
||||
val cy = cos(yaw * 0.5f)
|
||||
val sy = sin(yaw * 0.5f)
|
||||
val cp = cos(pitch * 0.5f)
|
||||
val sp = sin(pitch * 0.5f)
|
||||
val cr = cos(roll * 0.5f)
|
||||
val sr = sin(roll * 0.5f)
|
||||
|
||||
return Quaternion(
|
||||
sr * cp * cy - cr * sp * sy,
|
||||
cr * sp * cy + sr * cp * sy,
|
||||
cr * cp * sy - sr * sp * cy,
|
||||
cr * cp * cy + sr * sp * sy
|
||||
)
|
||||
fun fromEuler(
|
||||
yaw: Float = 0.0f,
|
||||
pitch: Float = 0.0f,
|
||||
roll: Float = 0.0f,
|
||||
order: RotationsOrder = RotationsOrder.ZYX
|
||||
): Quaternion {
|
||||
val c1 = cos(yaw * 0.5f)
|
||||
val s1 = sin(yaw * 0.5f)
|
||||
val c2 = cos(pitch * 0.5f)
|
||||
val s2 = sin(pitch * 0.5f)
|
||||
val c3 = cos(roll * 0.5f)
|
||||
val s3 = sin(roll * 0.5f)
|
||||
return when (order) {
|
||||
RotationsOrder.XZY -> Quaternion(
|
||||
s1 * c2 * c3 - c1 * s2 * s3,
|
||||
c1 * c2 * s3 - s1 * s2 * c3,
|
||||
s1 * c2 * s3 + c1 * s2 * c3,
|
||||
s1 * s2 * s3 + c1 * c2 * c3)
|
||||
RotationsOrder.XYZ -> Quaternion(
|
||||
s1 * c2 * c3 + s2 * s3 * c1,
|
||||
s2 * c1 * c3 - s1 * s3 * c2,
|
||||
s1 * s2 * c3 + s3 * c1 * c2,
|
||||
c1 * c2 * c3 - s1 * s2 * s3
|
||||
)
|
||||
RotationsOrder.YXZ -> Quaternion(
|
||||
s1 * c2 * s3 + c1 * s2 * c3,
|
||||
s1 * c2 * c3 - c1 * s2 * s3,
|
||||
c1 * c2 * s3 - s1 * s2 * c3,
|
||||
s1 * s2 * s3 + c1 * c2 * c3
|
||||
)
|
||||
RotationsOrder.YZX -> Quaternion(
|
||||
s1 * s2 * c3 + c1 * c2 * s3,
|
||||
s1 * c2 * c3 + c1 * s2 * s3,
|
||||
c1 * s2 * c3 - s1 * c2 * s3,
|
||||
c1 * c2 * c3 - s1 * s2 * s3
|
||||
)
|
||||
RotationsOrder.ZYX -> Quaternion(
|
||||
c1 * c2 * s3 - s1 * s2 * c3,
|
||||
s1 * c2 * s3 + c1 * s2 * c3,
|
||||
s1 * c2 * c3 - c1 * s2 * s3,
|
||||
s1 * s2 * s3 + c1 * c2 * c3
|
||||
)
|
||||
RotationsOrder.ZXY -> Quaternion(
|
||||
c1 * s2 * c3 - s1 * c2 * s3,
|
||||
s1 * s2 * c3 + c1 * c2 * s3,
|
||||
s1 * c2 * c3 + c1 * s2 * s3,
|
||||
c1 * c2 * c3 - s1 * s2 * s3
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -222,16 +264,44 @@ data class Quaternion(
|
||||
inline operator fun minus(v: Float) = Quaternion(x - v, y - v, z - v, w - v)
|
||||
inline operator fun times(v: Float) = Quaternion(x * v, y * v, z * v, w * v)
|
||||
inline operator fun div(v: Float) = Quaternion(x / v, y / v, z / v, w / v)
|
||||
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float4(
|
||||
x.compareTo(v, delta),
|
||||
y.compareTo(v, delta),
|
||||
z.compareTo(v, delta),
|
||||
w.compareTo(v, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float, delta: Float = 0.0f) = Bool4(
|
||||
x.equals(v, delta),
|
||||
y.equals(v, delta),
|
||||
z.equals(v, delta),
|
||||
w.equals(v, delta)
|
||||
)
|
||||
|
||||
inline operator fun times(v: Float3) = (this * Quaternion(v, 0.0f) * inverse(this)).xyz
|
||||
|
||||
inline operator fun plus(q: Quaternion) = Quaternion(x + q.x, y + q.y, z + q.z, w + q.w)
|
||||
inline operator fun minus(q: Quaternion) = Quaternion(x - q.x, y - q.y, z - q.z, w - q.w)
|
||||
inline operator fun times(q: Quaternion) = Quaternion(
|
||||
w * q.x + x * q.w + y * q.z - z * q.y,
|
||||
w * q.y - x * q.z + y * q.w + z * q.x,
|
||||
w * q.z + x * q.y - y * q.x + z * q.w,
|
||||
w * q.w - x * q.x - y * q.y - z * q.z)
|
||||
w * q.x + x * q.w + y * q.z - z * q.y,
|
||||
w * q.y - x * q.z + y * q.w + z * q.x,
|
||||
w * q.z + x * q.y - y * q.x + z * q.w,
|
||||
w * q.w - x * q.x - y * q.y - z * q.z
|
||||
)
|
||||
|
||||
inline fun compareTo(v: Float4, delta: Float = 0.0f) = Float4(
|
||||
x.compareTo(v.x, delta),
|
||||
y.compareTo(v.y, delta),
|
||||
z.compareTo(v.z, delta),
|
||||
w.compareTo(v.w, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float4, delta: Float = 0.0f) = Bool4(
|
||||
x.equals(v.x, delta),
|
||||
y.equals(v.y, delta),
|
||||
z.equals(v.z, delta),
|
||||
w.equals(v.w, delta)
|
||||
)
|
||||
|
||||
inline fun transform(block: (Float) -> Float): Quaternion {
|
||||
x = block(x)
|
||||
@@ -253,6 +323,103 @@ inline operator fun Float.minus(q: Quaternion) = Quaternion(this - q.x, this - q
|
||||
inline operator fun Float.times(q: Quaternion) = Quaternion(this * q.x, this * q.y, this * q.z, this * q.w)
|
||||
inline operator fun Float.div(q: Quaternion) = Quaternion(this / q.x, this / q.y, this / q.z, this / q.w)
|
||||
|
||||
inline fun lessThan(a: Quaternion, b: Float) = Bool4(
|
||||
a.x < b,
|
||||
a.y < b,
|
||||
a.z < b,
|
||||
a.w < b
|
||||
)
|
||||
|
||||
inline fun lessThan(a: Quaternion, b: Quaternion) = Bool4(
|
||||
a.x < b.x,
|
||||
a.y < b.y,
|
||||
a.z < b.z,
|
||||
a.w < b.w
|
||||
)
|
||||
|
||||
inline fun lessThanEqual(a: Quaternion, b: Float) = Bool4(
|
||||
a.x <= b,
|
||||
a.y <= b,
|
||||
a.z <= b,
|
||||
a.w <= b
|
||||
)
|
||||
|
||||
inline fun lessThanEqual(a: Quaternion, b: Quaternion) = Bool4(
|
||||
a.x <= b.x,
|
||||
a.y <= b.y,
|
||||
a.z <= b.z,
|
||||
a.w <= b.w
|
||||
)
|
||||
|
||||
inline fun greaterThan(a: Quaternion, b: Float) = Bool4(
|
||||
a.x > b,
|
||||
a.y > b,
|
||||
a.z > b,
|
||||
a.w > b
|
||||
)
|
||||
|
||||
inline fun greaterThan(a: Quaternion, b: Quaternion) = Bool4(
|
||||
a.x > b.y,
|
||||
a.y > b.y,
|
||||
a.z > b.z,
|
||||
a.w > b.w
|
||||
)
|
||||
|
||||
inline fun greaterThanEqual(a: Quaternion, b: Float) = Bool4(
|
||||
a.x >= b,
|
||||
a.y >= b,
|
||||
a.z >= b,
|
||||
a.w >= b
|
||||
)
|
||||
|
||||
inline fun greaterThanEqual(a: Quaternion, b: Quaternion) = Bool4(
|
||||
a.x >= b.x,
|
||||
a.y >= b.y,
|
||||
a.z >= b.z,
|
||||
a.w >= b.w
|
||||
)
|
||||
|
||||
inline fun equal(a: Quaternion, b: Float, delta: Float = 0.0f) = Bool4(
|
||||
a.x.equals(b, delta),
|
||||
a.y.equals(b, delta),
|
||||
a.z.equals(b, delta),
|
||||
a.w.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Quaternion, b: Quaternion, delta: Float = 0.0f) = Bool4(
|
||||
a.x.equals(b.x, delta),
|
||||
a.y.equals(b.y, delta),
|
||||
a.z.equals(b.z, delta),
|
||||
a.w.equals(b.w, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Quaternion, b: Float, delta: Float = 0.0f) = Bool4(
|
||||
!a.x.equals(b, delta),
|
||||
!a.y.equals(b, delta),
|
||||
!a.z.equals(b, delta),
|
||||
!a.w.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Quaternion, b: Quaternion, delta: Float = 0.0f) = Bool4(
|
||||
!a.x.equals(b.x, delta),
|
||||
!a.y.equals(b.y, delta),
|
||||
!a.z.equals(b.z, delta),
|
||||
!a.w.equals(b.w, delta)
|
||||
)
|
||||
|
||||
inline infix fun Quaternion.lt(b: Float) = Bool4(x < b, y < b, z < b, w < b)
|
||||
inline infix fun Quaternion.lt(b: Float4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
|
||||
inline infix fun Quaternion.lte(b: Float) = Bool4(x <= b, y <= b, z <= b, w <= b)
|
||||
inline infix fun Quaternion.lte(b: Float4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
|
||||
inline infix fun Quaternion.gt(b: Float) = Bool4(x > b, y > b, z > b, w > b)
|
||||
inline infix fun Quaternion.gt(b: Float4) = Bool4(x > b.x, y > b.y, z > b.z, w > b.w)
|
||||
inline infix fun Quaternion.gte(b: Float) = Bool4(x >= b, y >= b, z >= b, w >= b)
|
||||
inline infix fun Quaternion.gte(b: Float4) = Bool4(x >= b.x, y >= b.y, z >= b.z, w >= b.w)
|
||||
inline infix fun Quaternion.eq(b: Float) = Bool4(x == b, y == b, z == b, w == b)
|
||||
inline infix fun Quaternion.eq(b: Float4) = Bool4(x == b.x, y == b.y, z == b.z, w == b.w)
|
||||
inline infix fun Quaternion.neq(b: Float) = Bool4(x != b, y != b, z != b, w != b)
|
||||
inline infix fun Quaternion.neq(b: Float4) = Bool4(x != b.x, y != b.y, z != b.z, w != b.w)
|
||||
|
||||
inline fun abs(q: Quaternion) = Quaternion(abs(q.x), abs(q.y), abs(q.z), abs(q.w))
|
||||
inline fun length(q: Quaternion) = sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w)
|
||||
inline fun length2(q: Quaternion) = q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w
|
||||
@@ -278,6 +445,10 @@ fun cross(a: Quaternion, b: Quaternion): Quaternion {
|
||||
return Quaternion(m.x, m.y, m.z, 0.0f)
|
||||
}
|
||||
|
||||
fun angle(a: Quaternion, b: Quaternion): Float {
|
||||
return 2.0f * acos(abs(clamp(dot(a, b), -1.0f, 1.0f)))
|
||||
}
|
||||
|
||||
/**
|
||||
* Spherical linear interpolation between two given orientations
|
||||
*
|
||||
@@ -287,36 +458,38 @@ fun cross(a: Quaternion, b: Quaternion): Quaternion {
|
||||
* @param a The beginning value
|
||||
* @param b The ending value
|
||||
* @param t The ratio between the two floats
|
||||
* @param valueEps Prevent blowing up when slerping between two quaternions that are very near each
|
||||
* other. Linear interpolation (lerp) is returned in this case.
|
||||
* @param dotThreshold If the quaternion dot product is greater than this value
|
||||
* (i.e. the quaternions are very close to each other), then the quaternions are
|
||||
* linearly interpolated instead of spherically interpolated.
|
||||
*
|
||||
* @return Interpolated value between the two floats
|
||||
*/
|
||||
fun slerp(a: Quaternion, b: Quaternion, t: Float, valueEps: Float = 0.0000000001f): Quaternion {
|
||||
fun slerp(a: Quaternion, b: Quaternion, t: Float, dotThreshold: Float = 0.9995f): Quaternion {
|
||||
// could also be computed as: pow(q * inverse(p), t) * p;
|
||||
val d = dot(a, b)
|
||||
val absd = abs(d)
|
||||
var dot = dot(a, b)
|
||||
var b1 = b
|
||||
|
||||
// If the dot product is negative, then the interpolation won't follow the shortest angular path
|
||||
// between the two quaterions. In this case, invert the end quaternion to produce an equivalent
|
||||
// rotation that will give us the path we want.
|
||||
if (dot < 0.0f) {
|
||||
dot = -dot
|
||||
b1 = -b
|
||||
}
|
||||
|
||||
// Prevent blowing up when slerping between two quaternions that are very near each other.
|
||||
if ((1.0f - absd) < valueEps) {
|
||||
return normalize(lerp(if (d < 0.0f) -a else a, b, t))
|
||||
return if (dot < dotThreshold) {
|
||||
val angle = acos(dot)
|
||||
val s = sin(angle)
|
||||
a * sin((1.0f - t) * angle) / s + b1 * sin(t * angle) / s
|
||||
} else {
|
||||
// If the angle is too small, use linear interpolation
|
||||
nlerp(a, b1, t)
|
||||
}
|
||||
val npq = sqrt(dot(a, a) * dot(b, b)) // ||p|| * ||q||
|
||||
val acos = acos(clamp(absd / npq, -1.0f, 1.0f))
|
||||
val acos0 = acos * (1.0f - t)
|
||||
val acos1 = acos * t
|
||||
val sina = sin(acos)
|
||||
if (sina < valueEps) {
|
||||
return normalize(lerp(a, b, t))
|
||||
}
|
||||
val isina = 1.0f / sina
|
||||
val s0 = sin(acos0) * isina
|
||||
val s1 = sin(acos1) * isina
|
||||
// ensure we're taking the "short" side
|
||||
return normalize(s0 * a + (if (d < 0.0f) -s1 else (s1)) * b)
|
||||
}
|
||||
|
||||
fun lerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
|
||||
return ((1 - t) * a) + (t * b)
|
||||
return ((1.0f - t) * a) + (t * b)
|
||||
}
|
||||
|
||||
fun nlerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
|
||||
@@ -324,19 +497,12 @@ fun nlerp(a: Quaternion, b: Quaternion, t: Float): Quaternion {
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert a Quaternion to Euler angles using YPR around ZYX respectively
|
||||
* Convert a Quaternion to Euler angles
|
||||
*
|
||||
* The Euler angles are applied in ZYX order
|
||||
* @param order The order in which to apply rotations.
|
||||
* Default is [RotationsOrder.ZYX] which means that the object will first be rotated around its Z
|
||||
* axis, then its Y axis and finally its X axis.
|
||||
*/
|
||||
fun eulerAngles(q: Quaternion): Float3 {
|
||||
val nq = normalize(q)
|
||||
return Float3(
|
||||
// roll (x-axis rotation)
|
||||
degrees(atan2(2.0f * (nq.y * nq.z + nq.w * nq.x),
|
||||
nq.w * nq.w - nq.x * nq.x - nq.y * nq.y + nq.z * nq.z)),
|
||||
// pitch (y-axis rotation)
|
||||
degrees(asin(-2.0f * (nq.x * nq.z - nq.w * nq.y))),
|
||||
// yaw (z-axis rotation)
|
||||
degrees(atan2(2.0f * (nq.x * nq.y + nq.w * nq.z),
|
||||
nq.w * nq.w + nq.x * nq.x - nq.y * nq.y - nq.z * nq.z)))
|
||||
fun eulerAngles(q: Quaternion, order: RotationsOrder = RotationsOrder.ZYX): Float3 {
|
||||
return eulerAngles(rotation(q), order)
|
||||
}
|
||||
|
||||
+12
-1
@@ -28,12 +28,21 @@ const val INV_PI = 1.0f / FPI
|
||||
const val INV_TWO_PI = INV_PI * 0.5f
|
||||
const val INV_FOUR_PI = INV_PI * 0.25f
|
||||
|
||||
inline fun clamp(x: Float, min: Float, max: Float)= if (x < min) min else (if (x > max) max else x)
|
||||
val HALF_ONE = Half(0x3c00.toUShort())
|
||||
val HALF_TWO = Half(0x4000.toUShort())
|
||||
|
||||
inline fun clamp(x: Float, min: Float, max: Float) = if (x < min) min else (if (x > max) max else x)
|
||||
|
||||
inline fun clamp(x: Half, min: Half, max: Half) = if (x < min) min else (if (x > max) max else x)
|
||||
|
||||
inline fun saturate(x: Float) = clamp(x, 0.0f, 1.0f)
|
||||
|
||||
inline fun saturate(x: Half) = clamp(x, Half.POSITIVE_ZERO, HALF_ONE)
|
||||
|
||||
inline fun mix(a: Float, b: Float, x: Float) = a * (1.0f - x) + b * x
|
||||
|
||||
inline fun mix(a: Half, b: Half, x: Half) = a * (HALF_ONE - x) + b * x
|
||||
|
||||
inline fun degrees(v: Float) = v * (180.0f * INV_PI)
|
||||
|
||||
inline fun radians(v: Float) = v * (FPI / 180.0f)
|
||||
@@ -42,4 +51,6 @@ inline fun fract(v: Float) = v % 1
|
||||
|
||||
inline fun sqr(v: Float) = v * v
|
||||
|
||||
inline fun sqr(v: Half) = v * v
|
||||
|
||||
inline fun pow(x: Float, y: Float) = (x.toDouble().pow(y.toDouble())).toFloat()
|
||||
|
||||
+890
-15
@@ -22,6 +22,8 @@ import kotlin.math.abs
|
||||
import kotlin.math.max
|
||||
import kotlin.math.min
|
||||
import kotlin.math.sqrt
|
||||
import kotlin.math.acos
|
||||
import kotlin.math.absoluteValue
|
||||
|
||||
enum class VectorComponent {
|
||||
X, Y, Z, W,
|
||||
@@ -124,11 +126,23 @@ data class Float2(var x: Float = 0.0f, var y: Float = 0.0f) {
|
||||
inline operator fun minus(v: Float) = Float2(x - v, y - v)
|
||||
inline operator fun times(v: Float) = Float2(x * v, y * v)
|
||||
inline operator fun div(v: Float) = Float2(x / v, y / v)
|
||||
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float2(
|
||||
x.compareTo(v, delta),
|
||||
y.compareTo(v, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float, delta: Float = 0.0f) = x.equals(v, delta) && y.equals(v, delta)
|
||||
|
||||
inline operator fun plus(v: Float2) = Float2(x + v.x, y + v.y)
|
||||
inline operator fun minus(v: Float2) = Float2(x - v.x, y - v.y)
|
||||
inline operator fun times(v: Float2) = Float2(x * v.x, y * v.y)
|
||||
inline operator fun div(v: Float2) = Float2(x / v.x, y / v.y)
|
||||
inline fun compareTo(v: Float2, delta: Float = 0.0f) = Float2(
|
||||
x.compareTo(v.x, delta),
|
||||
y.compareTo(v.y, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float2, delta: Float = 0.0f) = x.equals(v.x, delta) && y.equals(v.y, delta)
|
||||
|
||||
inline fun transform(block: (Float) -> Float): Float2 {
|
||||
x = block(x)
|
||||
@@ -291,6 +305,14 @@ data class Float3(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f)
|
||||
inline operator fun minus(v: Float) = Float3(x - v, y - v, z - v)
|
||||
inline operator fun times(v: Float) = Float3(x * v, y * v, z * v)
|
||||
inline operator fun div(v: Float) = Float3(x / v, y / v, z / v)
|
||||
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float3(
|
||||
x.compareTo(v, delta),
|
||||
y.compareTo(v, delta),
|
||||
z.compareTo(v, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float, delta: Float = 0.0f) =
|
||||
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta)
|
||||
|
||||
inline operator fun plus(v: Float2) = Float3(x + v.x, y + v.y, z)
|
||||
inline operator fun minus(v: Float2) = Float3(x - v.x, y - v.y, z)
|
||||
@@ -301,6 +323,14 @@ data class Float3(var x: Float = 0.0f, var y: Float = 0.0f, var z: Float = 0.0f)
|
||||
inline operator fun minus(v: Float3) = Float3(x - v.x, y - v.y, z - v.z)
|
||||
inline operator fun times(v: Float3) = Float3(x * v.x, y * v.y, z * v.z)
|
||||
inline operator fun div(v: Float3) = Float3(x / v.x, y / v.y, z / v.z)
|
||||
inline fun compareTo(v: Float3, delta: Float = 0.0f) = Float3(
|
||||
x.compareTo(v.x, delta),
|
||||
y.compareTo(v.y, delta),
|
||||
z.compareTo(v.z, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float3, delta: Float = 0.0f) =
|
||||
x.equals(v.x, delta) && y.equals(v.y, delta) && z.equals(v.z, delta)
|
||||
|
||||
inline fun transform(block: (Float) -> Float): Float3 {
|
||||
x = block(x)
|
||||
@@ -534,6 +564,15 @@ data class Float4(
|
||||
inline operator fun minus(v: Float) = Float4(x - v, y - v, z - v, w - v)
|
||||
inline operator fun times(v: Float) = Float4(x * v, y * v, z * v, w * v)
|
||||
inline operator fun div(v: Float) = Float4(x / v, y / v, z / v, w / v)
|
||||
inline fun compareTo(v: Float, delta: Float = 0.0f) = Float4(
|
||||
x.compareTo(v, delta),
|
||||
y.compareTo(v, delta),
|
||||
z.compareTo(v, delta),
|
||||
w.compareTo(v, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float, delta: Float = 0.0f) =
|
||||
x.equals(v, delta) && y.equals(v, delta) && z.equals(v, delta) && w.equals(v, delta)
|
||||
|
||||
inline operator fun plus(v: Float2) = Float4(x + v.x, y + v.y, z, w)
|
||||
inline operator fun minus(v: Float2) = Float4(x - v.x, y - v.y, z, w)
|
||||
@@ -549,6 +588,15 @@ data class Float4(
|
||||
inline operator fun minus(v: Float4) = Float4(x - v.x, y - v.y, z - v.z, w - v.w)
|
||||
inline operator fun times(v: Float4) = Float4(x * v.x, y * v.y, z * v.z, w * v.w)
|
||||
inline operator fun div(v: Float4) = Float4(x / v.x, y / v.y, z / v.z, w / v.w)
|
||||
inline fun compareTo(v: Float4, delta: Float = 0.0f) = Float4(
|
||||
x.compareTo(v.x, delta),
|
||||
y.compareTo(v.y, delta),
|
||||
z.compareTo(v.z, delta),
|
||||
w.compareTo(v.w, delta)
|
||||
)
|
||||
|
||||
inline fun equals(v: Float4, delta: Float = 0.0f) =
|
||||
x.equals(v.x, delta) && y.equals(v.y, delta) && z.equals(v.z, delta) && w.equals(v.w, delta)
|
||||
|
||||
inline fun transform(block: (Float) -> Float): Float4 {
|
||||
x = block(x)
|
||||
@@ -566,6 +614,12 @@ inline operator fun Float.minus(v: Float2) = Float2(this - v.x, this - v.y)
|
||||
inline operator fun Float.times(v: Float2) = Float2(this * v.x, this * v.y)
|
||||
inline operator fun Float.div(v: Float2) = Float2(this / v.x, this / v.y)
|
||||
|
||||
inline fun Float.compareTo(v: Float, delta: Float): Float = when {
|
||||
equals(v, delta) -> 0.0f
|
||||
else -> compareTo(v).toFloat()
|
||||
}
|
||||
|
||||
inline fun Float.equals(v: Float, delta: Float) = (this - v).absoluteValue < delta
|
||||
inline fun abs(v: Float2) = Float2(abs(v.x), abs(v.y))
|
||||
inline fun length(v: Float2) = sqrt(v.x * v.x + v.y * v.y)
|
||||
inline fun length2(v: Float2) = v.x * v.x + v.y * v.y
|
||||
@@ -583,6 +637,11 @@ fun refract(i: Float2, n: Float2, eta: Float): Float2 {
|
||||
return if (k < 0.0f) Float2(0.0f) else eta * i - (eta * d + sqrt(k)) * n
|
||||
}
|
||||
|
||||
inline fun angle(a: Float2, b: Float2): Float {
|
||||
val l = length(a) * length(b)
|
||||
return if (l == 0.0f) 0.0f else acos(clamp(dot(a, b) / l, -1.0f, 1.0f))
|
||||
}
|
||||
|
||||
inline fun clamp(v: Float2, min: Float, max: Float): Float2 {
|
||||
return Float2(
|
||||
clamp(v.x, min, max),
|
||||
@@ -626,10 +685,25 @@ inline fun greaterThan(a: Float2, b: Float) = Bool2(a.x > b, a.y > b)
|
||||
inline fun greaterThan(a: Float2, b: Float2) = Bool2(a.x > b.y, a.y > b.y)
|
||||
inline fun greaterThanEqual(a: Float2, b: Float) = Bool2(a.x >= b, a.y >= b)
|
||||
inline fun greaterThanEqual(a: Float2, b: Float2) = Bool2(a.x >= b.x, a.y >= b.y)
|
||||
inline fun equal(a: Float2, b: Float) = Bool2(a.x == b, a.y == b)
|
||||
inline fun equal(a: Float2, b: Float2) = Bool2(a.x == b.x, a.y == b.y)
|
||||
inline fun notEqual(a: Float2, b: Float) = Bool2(a.x != b, a.y != b)
|
||||
inline fun notEqual(a: Float2, b: Float2) = Bool2(a.x != b.x, a.y != b.y)
|
||||
inline fun equal(a: Float2, b: Float, delta: Float = 0.0f) = Bool2(
|
||||
a.x.equals(b, delta),
|
||||
a.y.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Float2, b: Float2, delta: Float = 0.0f) = Bool2(
|
||||
a.x.equals(b.x, delta),
|
||||
a.y.equals(b.y, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Float2, b: Float, delta: Float = 0.0f) = Bool2(
|
||||
!a.x.equals(b, delta),
|
||||
!a.y.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Float2, b: Float2, delta: Float = 0.0f) = Bool2(
|
||||
!a.x.equals(b.x, delta),
|
||||
!a.y.equals(b.y, delta)
|
||||
)
|
||||
|
||||
inline infix fun Float2.lt(b: Float) = Bool2(x < b, y < b)
|
||||
inline infix fun Float2.lt(b: Float2) = Bool2(x < b.x, y < b.y)
|
||||
@@ -675,6 +749,11 @@ fun refract(i: Float3, n: Float3, eta: Float): Float3 {
|
||||
return if (k < 0.0f) Float3(0.0f) else eta * i - (eta * d + sqrt(k)) * n
|
||||
}
|
||||
|
||||
inline fun angle(a: Float3, b: Float3): Float {
|
||||
val l = length(a) * length(b)
|
||||
return if (l == 0.0f) 0.0f else acos(clamp(dot(a, b) / l, -1.0f, 1.0f))
|
||||
}
|
||||
|
||||
inline fun clamp(v: Float3, min: Float, max: Float): Float3 {
|
||||
return Float3(
|
||||
clamp(v.x, min, max),
|
||||
@@ -722,10 +801,29 @@ inline fun greaterThan(a: Float3, b: Float) = Bool3(a.x > b, a.y > b, a.z > b)
|
||||
inline fun greaterThan(a: Float3, b: Float3) = Bool3(a.x > b.y, a.y > b.y, a.z > b.z)
|
||||
inline fun greaterThanEqual(a: Float3, b: Float) = Bool3(a.x >= b, a.y >= b, a.z >= b)
|
||||
inline fun greaterThanEqual(a: Float3, b: Float3) = Bool3(a.x >= b.x, a.y >= b.y, a.z >= b.z)
|
||||
inline fun equal(a: Float3, b: Float) = Bool3(a.x == b, a.y == b, a.z == b)
|
||||
inline fun equal(a: Float3, b: Float3) = Bool3(a.x == b.x, a.y == b.y, a.z == b.z)
|
||||
inline fun notEqual(a: Float3, b: Float) = Bool3(a.x != b, a.y != b, a.z != b)
|
||||
inline fun notEqual(a: Float3, b: Float3) = Bool3(a.x != b.x, a.y != b.y, a.z != b.z)
|
||||
inline fun equal(a: Float3, b: Float, delta: Float = 0.0f) = Bool3(
|
||||
a.x.equals(b, delta),
|
||||
a.y.equals(b, delta),
|
||||
a.z.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Float3, b: Float3, delta: Float = 0.0f) = Bool3(
|
||||
a.x.equals(b.x, delta),
|
||||
a.y.equals(b.y, delta),
|
||||
a.z.equals(b.z, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Float3, b: Float, delta: Float = 0.0f) = Bool3(
|
||||
!a.x.equals(b, delta),
|
||||
!a.y.equals(b, delta),
|
||||
!a.z.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Float3, b: Float3, delta: Float = 0.0f) = Bool3(
|
||||
!a.x.equals(b.x, delta),
|
||||
!a.y.equals(b.y, delta),
|
||||
!a.z.equals(b.z, delta)
|
||||
)
|
||||
|
||||
inline infix fun Float3.lt(b: Float) = Bool3(x < b, y < b, z < b)
|
||||
inline infix fun Float3.lt(b: Float3) = Bool3(x < b.x, y < b.y, z < b.z)
|
||||
@@ -807,17 +905,44 @@ inline fun transform(v: Float4, block: (Float) -> Float) = v.copy().transform(bl
|
||||
inline fun lessThan(a: Float4, b: Float) = Bool4(a.x < b, a.y < b, a.z < b, a.w < b)
|
||||
inline fun lessThan(a: Float4, b: Float4) = Bool4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w)
|
||||
inline fun lessThanEqual(a: Float4, b: Float) = Bool4(a.x <= b, a.y <= b, a.z <= b, a.w <= b)
|
||||
inline fun lessThanEqual(a: Float4, b: Float4) = Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
|
||||
inline fun lessThanEqual(a: Float4, b: Float4) =
|
||||
Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
|
||||
|
||||
inline fun greaterThan(a: Float4, b: Float) = Bool4(a.x > b, a.y > b, a.z > b, a.w > b)
|
||||
inline fun greaterThan(a: Float4, b: Float4) = Bool4(a.x > b.y, a.y > b.y, a.z > b.z, a.w > b.w)
|
||||
inline fun greaterThanEqual(a: Float4, b: Float) = Bool4(a.x >= b, a.y >= b, a.z >= b, a.w >= b)
|
||||
inline fun greaterThanEqual(a: Float4, b: Float4) = Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
|
||||
inline fun equal(a: Float4, b: Float) = Bool4(a.x == b, a.y == b, a.z == b, a.w == b)
|
||||
inline fun equal(a: Float4, b: Float4) = Bool4(a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w)
|
||||
inline fun notEqual(a: Float4, b: Float) = Bool4(a.x != b, a.y != b, a.z != b, a.w != b)
|
||||
inline fun notEqual(a: Float4, b: Float4) = Bool4(a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w)
|
||||
inline fun greaterThanEqual(a: Float4, b: Float4) =
|
||||
Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
|
||||
|
||||
inline infix fun Float4.lt(b: Float) = Bool4(x < b, y < b, z < b, a < b)
|
||||
inline fun equal(a: Float4, b: Float, delta: Float = 0.0f) = Bool4(
|
||||
a.x.equals(b, delta),
|
||||
a.y.equals(b, delta),
|
||||
a.z.equals(b, delta),
|
||||
a.w.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun equal(a: Float4, b: Float4, delta: Float = 0.0f) = Bool4(
|
||||
a.x.equals(b.x, delta),
|
||||
a.y.equals(b.y, delta),
|
||||
a.z.equals(b.z, delta),
|
||||
a.w.equals(b.w, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Float4, b: Float, delta: Float = 0.0f) = Bool4(
|
||||
!a.x.equals(b, delta),
|
||||
!a.y.equals(b, delta),
|
||||
!a.z.equals(b, delta),
|
||||
!a.w.equals(b, delta)
|
||||
)
|
||||
|
||||
inline fun notEqual(a: Float4, b: Float4, delta: Float = 0.0f) = Bool4(
|
||||
!a.x.equals(b.x, delta),
|
||||
!a.y.equals(b.y, delta),
|
||||
!a.z.equals(b.z, delta),
|
||||
!a.w.equals(b.w, delta)
|
||||
)
|
||||
|
||||
inline infix fun Float4.lt(b: Float) = Bool4(x < b, y < b, z < b, w < b)
|
||||
inline infix fun Float4.lt(b: Float4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
|
||||
inline infix fun Float4.lte(b: Float) = Bool4(x <= b, y <= b, z <= b, w <= b)
|
||||
inline infix fun Float4.lte(b: Float4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
|
||||
@@ -1277,3 +1402,753 @@ data class Bool4(
|
||||
set(index4, v)
|
||||
}
|
||||
}
|
||||
|
||||
data class Half2(var x: Half = Half.POSITIVE_ZERO, var y: Half = Half.POSITIVE_ZERO) {
|
||||
constructor(v: Half) : this(v, v)
|
||||
constructor(v: Half2) : this(v.x, v.y)
|
||||
|
||||
inline var r: Half
|
||||
get() = x
|
||||
set(value) {
|
||||
x = value
|
||||
}
|
||||
inline var g: Half
|
||||
get() = y
|
||||
set(value) {
|
||||
y = value
|
||||
}
|
||||
|
||||
inline var s: Half
|
||||
get() = x
|
||||
set(value) {
|
||||
x = value
|
||||
}
|
||||
inline var t: Half
|
||||
get() = y
|
||||
set(value) {
|
||||
y = value
|
||||
}
|
||||
|
||||
inline var xy: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
inline var rg: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
inline var st: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
|
||||
operator fun get(index: VectorComponent) = when (index) {
|
||||
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
|
||||
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
|
||||
else -> throw IllegalArgumentException("index must be X, Y, R, G, S or T")
|
||||
}
|
||||
|
||||
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
|
||||
return Half2(get(index1), get(index2))
|
||||
}
|
||||
|
||||
operator fun get(index: Int) = when (index) {
|
||||
0 -> x
|
||||
1 -> y
|
||||
else -> throw IllegalArgumentException("index must be in 0..1")
|
||||
}
|
||||
|
||||
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
|
||||
|
||||
inline operator fun invoke(index: Int) = get(index - 1)
|
||||
|
||||
operator fun set(index: Int, v: Half) = when (index) {
|
||||
0 -> x = v
|
||||
1 -> y = v
|
||||
else -> throw IllegalArgumentException("index must be in 0..1")
|
||||
}
|
||||
|
||||
operator fun set(index1: Int, index2: Int, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
}
|
||||
|
||||
operator fun set(index: VectorComponent, v: Half) = when (index) {
|
||||
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
|
||||
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
|
||||
else -> throw IllegalArgumentException("index must be X, Y, R, G, S or T")
|
||||
}
|
||||
|
||||
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
}
|
||||
|
||||
operator fun unaryMinus() = Half2(-x, -y)
|
||||
operator fun inc() = Half2(x++, y++)
|
||||
operator fun dec() = Half2(x--, y--)
|
||||
|
||||
inline operator fun plus(v: Half) = Half2(x + v, y + v)
|
||||
inline operator fun minus(v: Half) = Half2(x - v, y - v)
|
||||
inline operator fun times(v: Half) = Half2(x * v, y * v)
|
||||
inline operator fun div(v: Half) = Half2(x / v, y / v)
|
||||
|
||||
inline operator fun plus(v: Half2) = Half2(x + v.x, y + v.y)
|
||||
inline operator fun minus(v: Half2) = Half2(x - v.x, y - v.y)
|
||||
inline operator fun times(v: Half2) = Half2(x * v.x, y * v.y)
|
||||
inline operator fun div(v: Half2) = Half2(x / v.x, y / v.y)
|
||||
|
||||
inline fun transform(block: (Half) -> Half): Half2 {
|
||||
x = block(x)
|
||||
y = block(y)
|
||||
return this
|
||||
}
|
||||
|
||||
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat())
|
||||
}
|
||||
|
||||
data class Half3(
|
||||
var x: Half = Half.POSITIVE_ZERO,
|
||||
var y: Half = Half.POSITIVE_ZERO,
|
||||
var z: Half = Half.POSITIVE_ZERO
|
||||
) {
|
||||
constructor(v: Half) : this(v, v, v)
|
||||
constructor(v: Half2, z: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, z)
|
||||
constructor(v: Half3) : this(v.x, v.y, v.z)
|
||||
|
||||
inline var r: Half
|
||||
get() = x
|
||||
set(value) {
|
||||
x = value
|
||||
}
|
||||
inline var g: Half
|
||||
get() = y
|
||||
set(value) {
|
||||
y = value
|
||||
}
|
||||
inline var b: Half
|
||||
get() = z
|
||||
set(value) {
|
||||
z = value
|
||||
}
|
||||
|
||||
inline var s: Half
|
||||
get() = x
|
||||
set(value) {
|
||||
x = value
|
||||
}
|
||||
inline var t: Half
|
||||
get() = y
|
||||
set(value) {
|
||||
y = value
|
||||
}
|
||||
inline var p: Half
|
||||
get() = z
|
||||
set(value) {
|
||||
z = value
|
||||
}
|
||||
|
||||
inline var xy: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
inline var rg: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
inline var st: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
|
||||
inline var rgb: Half3
|
||||
get() = Half3(x, y, z)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
}
|
||||
inline var xyz: Half3
|
||||
get() = Half3(x, y, z)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
}
|
||||
inline var stp: Half3
|
||||
get() = Half3(x, y, z)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
}
|
||||
|
||||
operator fun get(index: VectorComponent) = when (index) {
|
||||
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
|
||||
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
|
||||
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z
|
||||
else -> throw IllegalArgumentException("index must be X, Y, Z, R, G, B, S, T or P")
|
||||
}
|
||||
|
||||
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
|
||||
return Half2(get(index1), get(index2))
|
||||
}
|
||||
operator fun get(
|
||||
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent): Half3 {
|
||||
return Half3(get(index1), get(index2), get(index3))
|
||||
}
|
||||
|
||||
operator fun get(index: Int) = when (index) {
|
||||
0 -> x
|
||||
1 -> y
|
||||
2 -> z
|
||||
else -> throw IllegalArgumentException("index must be in 0..2")
|
||||
}
|
||||
|
||||
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
|
||||
operator fun get(index1: Int, index2: Int, index3: Int): Half3 {
|
||||
return Half3(get(index1), get(index2), get(index3))
|
||||
}
|
||||
|
||||
inline operator fun invoke(index: Int) = get(index - 1)
|
||||
|
||||
operator fun set(index: Int, v: Half) = when (index) {
|
||||
0 -> x = v
|
||||
1 -> y = v
|
||||
2 -> z = v
|
||||
else -> throw IllegalArgumentException("index must be in 0..2")
|
||||
}
|
||||
|
||||
operator fun set(index1: Int, index2: Int, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
}
|
||||
|
||||
operator fun set(index1: Int, index2: Int, index3: Int, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
set(index3, v)
|
||||
}
|
||||
|
||||
operator fun set(index: VectorComponent, v: Half) = when (index) {
|
||||
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
|
||||
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
|
||||
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z = v
|
||||
else -> throw IllegalArgumentException("index must be X, Y, Z, R, G, B, S, T or P")
|
||||
}
|
||||
|
||||
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
}
|
||||
|
||||
operator fun set(
|
||||
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
set(index3, v)
|
||||
}
|
||||
|
||||
operator fun unaryMinus() = Half3(-x, -y, -z)
|
||||
operator fun inc() = Half3(x++, y++, z++)
|
||||
operator fun dec() = Half3(x--, y--, z--)
|
||||
|
||||
inline operator fun plus(v: Half) = Half3(x + v, y + v, z + v)
|
||||
inline operator fun minus(v: Half) = Half3(x - v, y - v, z - v)
|
||||
inline operator fun times(v: Half) = Half3(x * v, y * v, z * v)
|
||||
inline operator fun div(v: Half) = Half3(x / v, y / v, z / v)
|
||||
|
||||
inline operator fun plus(v: Half2) = Half3(x + v.x, y + v.y, z)
|
||||
inline operator fun minus(v: Half2) = Half3(x - v.x, y - v.y, z)
|
||||
inline operator fun times(v: Half2) = Half3(x * v.x, y * v.y, z)
|
||||
inline operator fun div(v: Half2) = Half3(x / v.x, y / v.y, z)
|
||||
|
||||
inline operator fun plus(v: Half3) = Half3(x + v.x, y + v.y, z + v.z)
|
||||
inline operator fun minus(v: Half3) = Half3(x - v.x, y - v.y, z - v.z)
|
||||
inline operator fun times(v: Half3) = Half3(x * v.x, y * v.y, z * v.z)
|
||||
inline operator fun div(v: Half3) = Half3(x / v.x, y / v.y, z / v.z)
|
||||
|
||||
inline fun transform(block: (Half) -> Half): Half3 {
|
||||
x = block(x)
|
||||
y = block(y)
|
||||
z = block(z)
|
||||
return this
|
||||
}
|
||||
|
||||
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat(), z.toFloat())
|
||||
}
|
||||
|
||||
data class Half4(
|
||||
var x: Half = Half.POSITIVE_ZERO,
|
||||
var y: Half = Half.POSITIVE_ZERO,
|
||||
var z: Half = Half.POSITIVE_ZERO,
|
||||
var w: Half = Half.POSITIVE_ZERO
|
||||
) {
|
||||
constructor(v: Half) : this(v, v, v, v)
|
||||
constructor(v: Half2, z: Half = Half.POSITIVE_ZERO, w: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, z, w)
|
||||
constructor(v: Half3, w: Half = Half.POSITIVE_ZERO) : this(v.x, v.y, v.z, w)
|
||||
constructor(v: Half4) : this(v.x, v.y, v.z, v.w)
|
||||
|
||||
inline var r: Half
|
||||
get() = x
|
||||
set(value) {
|
||||
x = value
|
||||
}
|
||||
inline var g: Half
|
||||
get() = y
|
||||
set(value) {
|
||||
y = value
|
||||
}
|
||||
inline var b: Half
|
||||
get() = z
|
||||
set(value) {
|
||||
z = value
|
||||
}
|
||||
inline var a: Half
|
||||
get() = w
|
||||
set(value) {
|
||||
w = value
|
||||
}
|
||||
|
||||
inline var s: Half
|
||||
get() = x
|
||||
set(value) {
|
||||
x = value
|
||||
}
|
||||
inline var t: Half
|
||||
get() = y
|
||||
set(value) {
|
||||
y = value
|
||||
}
|
||||
inline var p: Half
|
||||
get() = z
|
||||
set(value) {
|
||||
z = value
|
||||
}
|
||||
inline var q: Half
|
||||
get() = w
|
||||
set(value) {
|
||||
w = value
|
||||
}
|
||||
|
||||
inline var xy: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
inline var rg: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
inline var st: Half2
|
||||
get() = Half2(x, y)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
}
|
||||
|
||||
inline var rgb: Half3
|
||||
get() = Half3(x, y, z)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
}
|
||||
inline var xyz: Half3
|
||||
get() = Half3(x, y, z)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
}
|
||||
inline var stp: Half3
|
||||
get() = Half3(x, y, z)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
}
|
||||
|
||||
inline var rgba: Half4
|
||||
get() = Half4(x, y, z, w)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
w = value.w
|
||||
}
|
||||
inline var xyzw: Half4
|
||||
get() = Half4(x, y, z, w)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
w = value.w
|
||||
}
|
||||
inline var stpq: Half4
|
||||
get() = Half4(x, y, z, w)
|
||||
set(value) {
|
||||
x = value.x
|
||||
y = value.y
|
||||
z = value.z
|
||||
w = value.w
|
||||
}
|
||||
|
||||
operator fun get(index: VectorComponent) = when (index) {
|
||||
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x
|
||||
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y
|
||||
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z
|
||||
VectorComponent.W, VectorComponent.A, VectorComponent.Q -> w
|
||||
}
|
||||
|
||||
operator fun get(index1: VectorComponent, index2: VectorComponent): Half2 {
|
||||
return Half2(get(index1), get(index2))
|
||||
}
|
||||
operator fun get(
|
||||
index1: VectorComponent,
|
||||
index2: VectorComponent,
|
||||
index3: VectorComponent): Half3 {
|
||||
return Half3(get(index1), get(index2), get(index3))
|
||||
}
|
||||
operator fun get(
|
||||
index1: VectorComponent,
|
||||
index2: VectorComponent,
|
||||
index3: VectorComponent,
|
||||
index4: VectorComponent): Half4 {
|
||||
return Half4(get(index1), get(index2), get(index3), get(index4))
|
||||
}
|
||||
|
||||
operator fun get(index: Int) = when (index) {
|
||||
0 -> x
|
||||
1 -> y
|
||||
2 -> z
|
||||
3 -> w
|
||||
else -> throw IllegalArgumentException("index must be in 0..3")
|
||||
}
|
||||
|
||||
operator fun get(index1: Int, index2: Int) = Half2(get(index1), get(index2))
|
||||
operator fun get(index1: Int, index2: Int, index3: Int): Half3 {
|
||||
return Half3(get(index1), get(index2), get(index3))
|
||||
}
|
||||
operator fun get(index1: Int, index2: Int, index3: Int, index4: Int): Half4 {
|
||||
return Half4(get(index1), get(index2), get(index3), get(index4))
|
||||
}
|
||||
|
||||
inline operator fun invoke(index: Int) = get(index - 1)
|
||||
|
||||
operator fun set(index: Int, v: Half) = when (index) {
|
||||
0 -> x = v
|
||||
1 -> y = v
|
||||
2 -> z = v
|
||||
3 -> w = v
|
||||
else -> throw IllegalArgumentException("index must be in 0..3")
|
||||
}
|
||||
|
||||
operator fun set(index1: Int, index2: Int, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
}
|
||||
|
||||
operator fun set(index1: Int, index2: Int, index3: Int, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
set(index3, v)
|
||||
}
|
||||
|
||||
operator fun set(index1: Int, index2: Int, index3: Int, index4: Int, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
set(index3, v)
|
||||
set(index4, v)
|
||||
}
|
||||
|
||||
operator fun set(index: VectorComponent, v: Half) = when (index) {
|
||||
VectorComponent.X, VectorComponent.R, VectorComponent.S -> x = v
|
||||
VectorComponent.Y, VectorComponent.G, VectorComponent.T -> y = v
|
||||
VectorComponent.Z, VectorComponent.B, VectorComponent.P -> z = v
|
||||
VectorComponent.W, VectorComponent.A, VectorComponent.Q -> w = v
|
||||
}
|
||||
|
||||
operator fun set(index1: VectorComponent, index2: VectorComponent, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
}
|
||||
|
||||
operator fun set(
|
||||
index1: VectorComponent, index2: VectorComponent, index3: VectorComponent, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
set(index3, v)
|
||||
}
|
||||
|
||||
operator fun set(
|
||||
index1: VectorComponent, index2: VectorComponent,
|
||||
index3: VectorComponent, index4: VectorComponent, v: Half) {
|
||||
set(index1, v)
|
||||
set(index2, v)
|
||||
set(index3, v)
|
||||
set(index4, v)
|
||||
}
|
||||
|
||||
operator fun unaryMinus() = Half4(-x, -y, -z, -w)
|
||||
operator fun inc() = Half4(x++, y++, z++, w++)
|
||||
operator fun dec() = Half4(x--, y--, z--, w--)
|
||||
|
||||
inline operator fun plus(v: Half) = Half4(x + v, y + v, z + v, w + v)
|
||||
inline operator fun minus(v: Half) = Half4(x - v, y - v, z - v, w - v)
|
||||
inline operator fun times(v: Half) = Half4(x * v, y * v, z * v, w * v)
|
||||
inline operator fun div(v: Half) = Half4(x / v, y / v, z / v, w / v)
|
||||
|
||||
inline operator fun plus(v: Half2) = Half4(x + v.x, y + v.y, z, w)
|
||||
inline operator fun minus(v: Half2) = Half4(x - v.x, y - v.y, z, w)
|
||||
inline operator fun times(v: Half2) = Half4(x * v.x, y * v.y, z, w)
|
||||
inline operator fun div(v: Half2) = Half4(x / v.x, y / v.y, z, w)
|
||||
|
||||
inline operator fun plus(v: Half3) = Half4(x + v.x, y + v.y, z + v.z, w)
|
||||
inline operator fun minus(v: Half3) = Half4(x - v.x, y - v.y, z - v.z, w)
|
||||
inline operator fun times(v: Half3) = Half4(x * v.x, y * v.y, z * v.z, w)
|
||||
inline operator fun div(v: Half3) = Half4(x / v.x, y / v.y, z / v.z, w)
|
||||
|
||||
inline operator fun plus(v: Half4) = Half4(x + v.x, y + v.y, z + v.z, w + v.w)
|
||||
inline operator fun minus(v: Half4) = Half4(x - v.x, y - v.y, z - v.z, w - v.w)
|
||||
inline operator fun times(v: Half4) = Half4(x * v.x, y * v.y, z * v.z, w * v.w)
|
||||
inline operator fun div(v: Half4) = Half4(x / v.x, y / v.y, z / v.z, w / v.w)
|
||||
|
||||
inline fun transform(block: (Half) -> Half): Half4 {
|
||||
x = block(x)
|
||||
y = block(y)
|
||||
z = block(z)
|
||||
w = block(w)
|
||||
return this
|
||||
}
|
||||
|
||||
fun toFloatArray() = floatArrayOf(x.toFloat(), y.toFloat(), z.toFloat(), w.toFloat())
|
||||
}
|
||||
|
||||
inline fun min(v: Half2) = min(v.x, v.y)
|
||||
inline fun min(a: Half2, b: Half2) = Half2(min(a.x, b.x), min(a.y, b.y))
|
||||
inline fun max(v: Half2) = max(v.x, v.y)
|
||||
inline fun max(a: Half2, b: Half2) = Half2(max(a.x, b.x), max(a.y, b.y))
|
||||
|
||||
inline fun transform(v: Half2, block: (Half) -> Half) = v.copy().transform(block)
|
||||
|
||||
inline fun lessThan(a: Half2, b: Half) = Bool2(a.x < b, a.y < b)
|
||||
inline fun lessThan(a: Half2, b: Half2) = Bool2(a.x < b.x, a.y < b.y)
|
||||
inline fun lessThanEqual(a: Half2, b: Half) = Bool2(a.x <= b, a.y <= b)
|
||||
inline fun lessThanEqual(a: Half2, b: Half2) = Bool2(a.x <= b.x, a.y <= b.y)
|
||||
inline fun greaterThan(a: Half2, b: Half) = Bool2(a.x > b, a.y > b)
|
||||
inline fun greaterThan(a: Half2, b: Half2) = Bool2(a.x > b.y, a.y > b.y)
|
||||
inline fun greaterThanEqual(a: Half2, b: Half) = Bool2(a.x >= b, a.y >= b)
|
||||
inline fun greaterThanEqual(a: Half2, b: Half2) = Bool2(a.x >= b.x, a.y >= b.y)
|
||||
inline fun equal(a: Half2, b: Half) = Bool2(a.x == b, a.y == b)
|
||||
inline fun equal(a: Half2, b: Half2) = Bool2(a.x == b.x, a.y == b.y)
|
||||
inline fun notEqual(a: Half2, b: Half) = Bool2(a.x != b, a.y != b)
|
||||
inline fun notEqual(a: Half2, b: Half2) = Bool2(a.x != b.x, a.y != b.y)
|
||||
|
||||
inline infix fun Half2.lt(b: Half) = Bool2(x < b, y < b)
|
||||
inline infix fun Half2.lt(b: Half2) = Bool2(x < b.x, y < b.y)
|
||||
inline infix fun Half2.lte(b: Half) = Bool2(x <= b, y <= b)
|
||||
inline infix fun Half2.lte(b: Half2) = Bool2(x <= b.x, y <= b.y)
|
||||
inline infix fun Half2.gt(b: Half) = Bool2(x > b, y > b)
|
||||
inline infix fun Half2.gt(b: Half2) = Bool2(x > b.x, y > b.y)
|
||||
inline infix fun Half2.gte(b: Half) = Bool2(x >= b, y >= b)
|
||||
inline infix fun Half2.gte(b: Half2) = Bool2(x >= b.x, y >= b.y)
|
||||
inline infix fun Half2.eq(b: Half) = Bool2(x == b, y == b)
|
||||
inline infix fun Half2.eq(b: Half2) = Bool2(x == b.x, y == b.y)
|
||||
inline infix fun Half2.neq(b: Half) = Bool2(x != b, y != b)
|
||||
inline infix fun Half2.neq(b: Half2) = Bool2(x != b.x, y != b.y)
|
||||
|
||||
inline operator fun Half.plus(v: Half3) = Half3(this + v.x, this + v.y, this + v.z)
|
||||
inline operator fun Half.minus(v: Half3) = Half3(this - v.x, this - v.y, this - v.z)
|
||||
inline operator fun Half.times(v: Half3) = Half3(this * v.x, this * v.y, this * v.z)
|
||||
inline operator fun Half.div(v: Half3) = Half3(this / v.x, this / v.y, this / v.z)
|
||||
|
||||
inline fun abs(v: Half3) = Half3(abs(v.x), abs(v.y), abs(v.z))
|
||||
inline fun length(v: Half3) = sqrt(v.x * v.x + v.y * v.y + v.z * v.z)
|
||||
inline fun length2(v: Half3) = v.x * v.x + v.y * v.y + v.z * v.z
|
||||
inline fun distance(a: Half3, b: Half3) = length(a - b)
|
||||
inline fun dot(a: Half3, b: Half3) = a.x * b.x + a.y * b.y + a.z * b.z
|
||||
inline fun cross(a: Half3, b: Half3): Half3 {
|
||||
return Half3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x)
|
||||
}
|
||||
inline infix fun Half3.x(v: Half3): Half3 {
|
||||
return Half3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x)
|
||||
}
|
||||
fun normalize(v: Half3): Half3 {
|
||||
val l = HALF_ONE / length(v)
|
||||
return Half3(v.x * l, v.y * l, v.z * l)
|
||||
}
|
||||
|
||||
inline fun reflect(i: Half3, n: Half3) = i - HALF_TWO * dot(n, i) * n
|
||||
fun refract(i: Half3, n: Half3, eta: Half): Half3 {
|
||||
val d = dot(n, i)
|
||||
val k = HALF_ONE - eta * eta * (HALF_ONE - sqr(d))
|
||||
return if (k < Half.POSITIVE_ZERO) Half3() else eta * i - (eta * d + sqrt(k)) * n
|
||||
}
|
||||
|
||||
inline fun clamp(v: Half3, min: Half, max: Half): Half3 {
|
||||
return Half3(
|
||||
clamp(v.x, min, max),
|
||||
clamp(v.y, min, max),
|
||||
clamp(v.z, min, max)
|
||||
)
|
||||
}
|
||||
|
||||
inline fun clamp(v: Half3, min: Half3, max: Half3): Half3 {
|
||||
return Half3(
|
||||
clamp(v.x, min.x, max.x),
|
||||
clamp(v.y, min.y, max.y),
|
||||
clamp(v.z, min.z, max.z)
|
||||
)
|
||||
}
|
||||
|
||||
inline fun mix(a: Half3, b: Half3, x: Half): Half3 {
|
||||
return Half3(
|
||||
mix(a.x, b.x, x),
|
||||
mix(a.y, b.y, x),
|
||||
mix(a.z, b.z, x)
|
||||
)
|
||||
}
|
||||
|
||||
inline fun mix(a: Half3, b: Half3, x: Half3): Half3 {
|
||||
return Half3(
|
||||
mix(a.x, b.x, x.x),
|
||||
mix(a.y, b.y, x.y),
|
||||
mix(a.z, b.z, x.z)
|
||||
)
|
||||
}
|
||||
|
||||
inline fun min(v: Half3) = min(v.x, min(v.y, v.z))
|
||||
inline fun min(a: Half3, b: Half3) = Half3(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z))
|
||||
inline fun max(v: Half3) = max(v.x, max(v.y, v.z))
|
||||
inline fun max(a: Half3, b: Half3) = Half3(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z))
|
||||
|
||||
inline fun transform(v: Half3, block: (Half) -> Half) = v.copy().transform(block)
|
||||
|
||||
inline fun lessThan(a: Half3, b: Half) = Bool3(a.x < b, a.y < b, a.z < b)
|
||||
inline fun lessThan(a: Half3, b: Half3) = Bool3(a.x < b.x, a.y < b.y, a.z < b.z)
|
||||
inline fun lessThanEqual(a: Half3, b: Half) = Bool3(a.x <= b, a.y <= b, a.z <= b)
|
||||
inline fun lessThanEqual(a: Half3, b: Half3) = Bool3(a.x <= b.x, a.y <= b.y, a.z <= b.z)
|
||||
inline fun greaterThan(a: Half3, b: Half) = Bool3(a.x > b, a.y > b, a.z > b)
|
||||
inline fun greaterThan(a: Half3, b: Half3) = Bool3(a.x > b.y, a.y > b.y, a.z > b.z)
|
||||
inline fun greaterThanEqual(a: Half3, b: Half) = Bool3(a.x >= b, a.y >= b, a.z >= b)
|
||||
inline fun greaterThanEqual(a: Half3, b: Half3) = Bool3(a.x >= b.x, a.y >= b.y, a.z >= b.z)
|
||||
inline fun equal(a: Half3, b: Half) = Bool3(a.x == b, a.y == b, a.z == b)
|
||||
inline fun equal(a: Half3, b: Half3) = Bool3(a.x == b.x, a.y == b.y, a.z == b.z)
|
||||
inline fun notEqual(a: Half3, b: Half) = Bool3(a.x != b, a.y != b, a.z != b)
|
||||
inline fun notEqual(a: Half3, b: Half3) = Bool3(a.x != b.x, a.y != b.y, a.z != b.z)
|
||||
|
||||
inline infix fun Half3.lt(b: Half) = Bool3(x < b, y < b, z < b)
|
||||
inline infix fun Half3.lt(b: Half3) = Bool3(x < b.x, y < b.y, z < b.z)
|
||||
inline infix fun Half3.lte(b: Half) = Bool3(x <= b, y <= b, z <= b)
|
||||
inline infix fun Half3.lte(b: Half3) = Bool3(x <= b.x, y <= b.y, z <= b.z)
|
||||
inline infix fun Half3.gt(b: Half) = Bool3(x > b, y > b, z > b)
|
||||
inline infix fun Half3.gt(b: Half3) = Bool3(x > b.x, y > b.y, z > b.z)
|
||||
inline infix fun Half3.gte(b: Half) = Bool3(x >= b, y >= b, z >= b)
|
||||
inline infix fun Half3.gte(b: Half3) = Bool3(x >= b.x, y >= b.y, z >= b.z)
|
||||
inline infix fun Half3.eq(b: Half) = Bool3(x == b, y == b, z == b)
|
||||
inline infix fun Half3.eq(b: Half3) = Bool3(x == b.x, y == b.y, z == b.z)
|
||||
inline infix fun Half3.neq(b: Half) = Bool3(x != b, y != b, z != b)
|
||||
inline infix fun Half3.neq(b: Half3) = Bool3(x != b.x, y != b.y, z != b.z)
|
||||
|
||||
inline operator fun Half.plus(v: Half4) = Half4(this + v.x, this + v.y, this + v.z, this + v.w)
|
||||
inline operator fun Half.minus(v: Half4) = Half4(this - v.x, this - v.y, this - v.z, this - v.w)
|
||||
inline operator fun Half.times(v: Half4) = Half4(this * v.x, this * v.y, this * v.z, this * v.w)
|
||||
inline operator fun Half.div(v: Half4) = Half4(this / v.x, this / v.y, this / v.z, this / v.w)
|
||||
|
||||
inline fun abs(v: Half4) = Half4(abs(v.x), abs(v.y), abs(v.z), abs(v.w))
|
||||
inline fun length(v: Half4) = sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w)
|
||||
inline fun length2(v: Half4) = v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w
|
||||
inline fun distance(a: Half4, b: Half4) = length(a - b)
|
||||
inline fun dot(a: Half4, b: Half4) = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w
|
||||
fun normalize(v: Half4): Half4 {
|
||||
val l = HALF_ONE / length(v)
|
||||
return Half4(v.x * l, v.y * l, v.z * l, v.w * l)
|
||||
}
|
||||
|
||||
inline fun clamp(v: Half4, min: Half, max: Half): Half4 {
|
||||
return Half4(
|
||||
clamp(v.x, min, max),
|
||||
clamp(v.y, min, max),
|
||||
clamp(v.z, min, max),
|
||||
clamp(v.w, min, max)
|
||||
)
|
||||
}
|
||||
|
||||
inline fun clamp(v: Half4, min: Half4, max: Half4): Half4 {
|
||||
return Half4(
|
||||
clamp(v.x, min.x, max.x),
|
||||
clamp(v.y, min.y, max.y),
|
||||
clamp(v.z, min.z, max.z),
|
||||
clamp(v.w, min.z, max.w)
|
||||
)
|
||||
}
|
||||
|
||||
inline fun mix(a: Half4, b: Half4, x: Half): Half4 {
|
||||
return Half4(
|
||||
mix(a.x, b.x, x),
|
||||
mix(a.y, b.y, x),
|
||||
mix(a.z, b.z, x),
|
||||
mix(a.w, b.w, x)
|
||||
)
|
||||
}
|
||||
|
||||
inline fun mix(a: Half4, b: Half4, x: Half4): Half4 {
|
||||
return Half4(
|
||||
mix(a.x, b.x, x.x),
|
||||
mix(a.y, b.y, x.y),
|
||||
mix(a.z, b.z, x.z),
|
||||
mix(a.w, b.w, x.w))
|
||||
}
|
||||
|
||||
inline fun min(v: Half4) = min(v.x, min(v.y, min(v.z, v.w)))
|
||||
inline fun min(a: Half4, b: Half4): Half4 {
|
||||
return Half4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w))
|
||||
}
|
||||
inline fun max(v: Half4) = max(v.x, max(v.y, max(v.z, v.w)))
|
||||
inline fun max(a: Half4, b: Half4): Half4 {
|
||||
return Half4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w))
|
||||
}
|
||||
|
||||
inline fun transform(v: Half4, block: (Half) -> Half) = v.copy().transform(block)
|
||||
|
||||
inline fun lessThan(a: Half4, b: Half) = Bool4(a.x < b, a.y < b, a.z < b, a.w < b)
|
||||
inline fun lessThan(a: Half4, b: Half4) = Bool4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w)
|
||||
inline fun lessThanEqual(a: Half4, b: Half) = Bool4(a.x <= b, a.y <= b, a.z <= b, a.w <= b)
|
||||
inline fun lessThanEqual(a: Half4, b: Half4) = Bool4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w)
|
||||
inline fun greaterThan(a: Half4, b: Half) = Bool4(a.x > b, a.y > b, a.z > b, a.w > b)
|
||||
inline fun greaterThan(a: Half4, b: Half4) = Bool4(a.x > b.y, a.y > b.y, a.z > b.z, a.w > b.w)
|
||||
inline fun greaterThanEqual(a: Half4, b: Half) = Bool4(a.x >= b, a.y >= b, a.z >= b, a.w >= b)
|
||||
inline fun greaterThanEqual(a: Half4, b: Half4) = Bool4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w)
|
||||
inline fun equal(a: Half4, b: Half) = Bool4(a.x == b, a.y == b, a.z == b, a.w == b)
|
||||
inline fun equal(a: Half4, b: Half4) = Bool4(a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w)
|
||||
inline fun notEqual(a: Half4, b: Half) = Bool4(a.x != b, a.y != b, a.z != b, a.w != b)
|
||||
inline fun notEqual(a: Half4, b: Half4) = Bool4(a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w)
|
||||
|
||||
inline infix fun Half4.lt(b: Half) = Bool4(x < b, y < b, z < b, a < b)
|
||||
inline infix fun Half4.lt(b: Half4) = Bool4(x < b.x, y < b.y, z < b.z, w < b.w)
|
||||
inline infix fun Half4.lte(b: Half) = Bool4(x <= b, y <= b, z <= b, w <= b)
|
||||
inline infix fun Half4.lte(b: Half4) = Bool4(x <= b.x, y <= b.y, z <= b.z, w <= b.w)
|
||||
inline infix fun Half4.gt(b: Half) = Bool4(x > b, y > b, z > b, w > b)
|
||||
inline infix fun Half4.gt(b: Half4) = Bool4(x > b.x, y > b.y, z > b.z, w > b.w)
|
||||
inline infix fun Half4.gte(b: Half) = Bool4(x >= b, y >= b, z >= b, w >= b)
|
||||
inline infix fun Half4.gte(b: Half4) = Bool4(x >= b.x, y >= b.y, z >= b.z, w >= b.w)
|
||||
inline infix fun Half4.eq(b: Half) = Bool4(x == b, y == b, z == b, w == b)
|
||||
inline infix fun Half4.eq(b: Half4) = Bool4(x == b.x, y == b.y, z == b.z, w == b.w)
|
||||
inline infix fun Half4.neq(b: Half) = Bool4(x != b, y != b, z != b, w != b)
|
||||
inline infix fun Half4.neq(b: Half4) = Bool4(x != b.x, y != b.y, z != b.z, w != b.w)
|
||||
|
||||
@@ -16,6 +16,13 @@ android {
|
||||
excludes += ['lib/*/libfilament-jni.so']
|
||||
}
|
||||
}
|
||||
|
||||
publishing {
|
||||
singleVariant("fullRelease") {
|
||||
withSourcesJar()
|
||||
withJavadocJar()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
GROUP=com.google.android.filament
|
||||
VERSION_NAME=1.33.0
|
||||
VERSION_NAME=1.42.0
|
||||
|
||||
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
|
||||
|
||||
@@ -18,6 +18,9 @@ POM_DEVELOPER_NAME=Filament Team
|
||||
org.gradle.jvmargs=-Xmx1536m
|
||||
|
||||
android.useAndroidX=true
|
||||
android.defaults.buildfeatures.buildconfig=true
|
||||
android.nonTransitiveRClass=false
|
||||
android.nonFinalResIds=false
|
||||
|
||||
com.google.android.filament.tools-dir=../../../out/release/filament
|
||||
com.google.android.filament.dist-dir=../out/android-release/filament
|
||||
|
||||
@@ -86,63 +86,10 @@ afterEvaluate { project ->
|
||||
}
|
||||
}
|
||||
|
||||
if (project.getPlugins().hasPlugin('com.android.application') ||
|
||||
project.getPlugins().hasPlugin('com.android.library')) {
|
||||
|
||||
task androidJavadocs(type: Javadoc) {
|
||||
source = android.sourceSets.main.java.source
|
||||
classpath += project.files(android.getBootClasspath().join(File.pathSeparator))
|
||||
excludes = ['**/*.kt']
|
||||
}
|
||||
|
||||
task androidJavadocsJar(type: Jar, dependsOn: androidJavadocs) {
|
||||
classifier = 'javadoc'
|
||||
from androidJavadocs.destinationDir
|
||||
}
|
||||
|
||||
task androidSourcesJar(type: Jar) {
|
||||
classifier = 'sources'
|
||||
from android.sourceSets.main.java.source
|
||||
}
|
||||
}
|
||||
|
||||
if (JavaVersion.current().isJava8Compatible()) {
|
||||
allprojects {
|
||||
tasks.withType(Javadoc) {
|
||||
options.addStringOption('Xdoclint:none', '-quiet')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (JavaVersion.current().isJava9Compatible()) {
|
||||
allprojects {
|
||||
tasks.withType(Javadoc) {
|
||||
options.addBooleanOption('html5', true)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
artifacts {
|
||||
if (project.getPlugins().hasPlugin('com.android.application') ||
|
||||
project.getPlugins().hasPlugin('com.android.library')) {
|
||||
archives androidSourcesJar
|
||||
archives androidJavadocsJar
|
||||
}
|
||||
}
|
||||
|
||||
android.libraryVariants.all { variant ->
|
||||
tasks.androidJavadocs.doFirst {
|
||||
classpath += files(variant.javaCompileProvider.get().classpath.files.join(File.pathSeparator))
|
||||
}
|
||||
}
|
||||
|
||||
publishing.publications.all { publication ->
|
||||
publication.groupId = GROUP
|
||||
publication.version = VERSION_NAME
|
||||
|
||||
publication.artifact androidSourcesJar
|
||||
publication.artifact androidJavadocsJar
|
||||
|
||||
configurePom(publication.pom)
|
||||
}
|
||||
|
||||
|
||||
+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-8.0-bin.zip
|
||||
zipStoreBase=GRADLE_USER_HOME
|
||||
zipStorePath=wrapper/dists
|
||||
|
||||
@@ -40,6 +40,11 @@ android {
|
||||
dependenciesInfo {
|
||||
includeInApk = false
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+26
@@ -28,6 +28,7 @@ import com.google.android.filament.Fence
|
||||
import com.google.android.filament.IndirectLight
|
||||
import com.google.android.filament.Skybox
|
||||
import com.google.android.filament.View
|
||||
import com.google.android.filament.View.OnPickCallback
|
||||
import com.google.android.filament.utils.*
|
||||
import kotlinx.coroutines.CoroutineScope
|
||||
import kotlinx.coroutines.Dispatchers
|
||||
@@ -56,7 +57,9 @@ class MainActivity : Activity() {
|
||||
private lateinit var modelViewer: ModelViewer
|
||||
private lateinit var titlebarHint: TextView
|
||||
private val doubleTapListener = DoubleTapListener()
|
||||
private val singleTapListener = SingleTapListener()
|
||||
private lateinit var doubleTapDetector: GestureDetector
|
||||
private lateinit var singleTapDetector: GestureDetector
|
||||
private var remoteServer: RemoteServer? = null
|
||||
private var statusToast: Toast? = null
|
||||
private var statusText: String? = null
|
||||
@@ -77,6 +80,7 @@ class MainActivity : Activity() {
|
||||
choreographer = Choreographer.getInstance()
|
||||
|
||||
doubleTapDetector = GestureDetector(applicationContext, doubleTapListener)
|
||||
singleTapDetector = GestureDetector(applicationContext, singleTapListener)
|
||||
|
||||
modelViewer = ModelViewer(surfaceView)
|
||||
viewerContent.view = modelViewer.view
|
||||
@@ -88,6 +92,7 @@ class MainActivity : Activity() {
|
||||
surfaceView.setOnTouchListener { _, event ->
|
||||
modelViewer.onTouchEvent(event)
|
||||
doubleTapDetector.onTouchEvent(event)
|
||||
singleTapDetector.onTouchEvent(event)
|
||||
true
|
||||
}
|
||||
|
||||
@@ -229,6 +234,7 @@ class MainActivity : Activity() {
|
||||
modelViewer.scene.skybox = sky
|
||||
modelViewer.scene.indirectLight = ibl
|
||||
viewerContent.indirectLight = ibl
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -337,6 +343,11 @@ class MainActivity : Activity() {
|
||||
remoteServer?.close()
|
||||
}
|
||||
|
||||
override fun onBackPressed() {
|
||||
super.onBackPressed()
|
||||
finish()
|
||||
}
|
||||
|
||||
fun loadModelData(message: RemoteServer.ReceivedMessage) {
|
||||
Log.i(TAG, "Downloaded model ${message.label} (${message.buffer.capacity()} bytes)")
|
||||
clearStatusText()
|
||||
@@ -425,4 +436,19 @@ class MainActivity : Activity() {
|
||||
return super.onDoubleTap(e)
|
||||
}
|
||||
}
|
||||
|
||||
// Just for testing purposes
|
||||
inner class SingleTapListener : GestureDetector.SimpleOnGestureListener() {
|
||||
override fun onSingleTapUp(event: MotionEvent): Boolean {
|
||||
modelViewer.view.pick(
|
||||
event.x.toInt(),
|
||||
surfaceView.height - event.y.toInt(),
|
||||
surfaceView.handler, {
|
||||
val name = modelViewer.asset!!.getName(it.renderable)
|
||||
Log.v("Filament", "Picked ${it.renderable}: " + name)
|
||||
},
|
||||
)
|
||||
return super.onSingleTapUp(event)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -36,6 +40,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+3
@@ -30,6 +30,7 @@ import com.google.android.filament.*
|
||||
import com.google.android.filament.RenderableManager.*
|
||||
import com.google.android.filament.VertexBuffer.*
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
|
||||
import java.nio.ByteBuffer
|
||||
@@ -401,6 +402,8 @@ class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallba
|
||||
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -36,6 +40,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
|
||||
|
||||
<uses-permission android:name="android.permission.INTERNET" />
|
||||
|
||||
<application
|
||||
android:allowBackup="true"
|
||||
android:icon="@mipmap/ic_launcher"
|
||||
|
||||
+26
-4
@@ -29,6 +29,7 @@ import com.google.android.filament.RenderableManager.PrimitiveType
|
||||
import com.google.android.filament.VertexBuffer.AttributeType
|
||||
import com.google.android.filament.VertexBuffer.VertexAttribute
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
import java.nio.ByteBuffer
|
||||
import java.nio.ByteOrder
|
||||
@@ -119,8 +120,13 @@ class MainActivity : Activity() {
|
||||
private fun setupView() {
|
||||
scene.skybox = Skybox.Builder().color(0.035f, 0.035f, 0.035f, 1.0f).build(engine)
|
||||
|
||||
// NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference
|
||||
// view.isPostProcessingEnabled = false
|
||||
if (engine.activeFeatureLevel == Engine.FeatureLevel.FEATURE_LEVEL_0) {
|
||||
// post-processing is not supported at feature level 0
|
||||
view.isPostProcessingEnabled = false
|
||||
} else {
|
||||
// NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference
|
||||
// view.isPostProcessingEnabled = false
|
||||
}
|
||||
|
||||
// Tell the view which camera we want to use
|
||||
view.camera = camera
|
||||
@@ -154,7 +160,11 @@ class MainActivity : Activity() {
|
||||
}
|
||||
|
||||
private fun loadMaterial() {
|
||||
readUncompressedAsset("materials/baked_color.filamat").let {
|
||||
var name = "materials/baked_color.filamat"
|
||||
if (engine.activeFeatureLevel == Engine.FeatureLevel.FEATURE_LEVEL_0) {
|
||||
name = "materials/baked_color_es2.filamat"
|
||||
}
|
||||
readUncompressedAsset(name).let {
|
||||
material = Material.Builder().payload(it, it.remaining()).build(engine)
|
||||
}
|
||||
}
|
||||
@@ -304,7 +314,17 @@ class MainActivity : Activity() {
|
||||
inner class SurfaceCallback : UiHelper.RendererCallback {
|
||||
override fun onNativeWindowChanged(surface: Surface) {
|
||||
swapChain?.let { engine.destroySwapChain(it) }
|
||||
swapChain = engine.createSwapChain(surface, uiHelper.swapChainFlags)
|
||||
|
||||
// at feature level 0, we don't have post-processing, so we need to set
|
||||
// the colorspace to sRGB (FIXME: it's not supported everywhere!)
|
||||
var flags = uiHelper.swapChainFlags
|
||||
if (engine.activeFeatureLevel == Engine.FeatureLevel.FEATURE_LEVEL_0) {
|
||||
if (SwapChain.isSRGBSwapChainSupported(engine)) {
|
||||
flags = flags or SwapChain.CONFIG_SRGB_COLORSPACE
|
||||
}
|
||||
}
|
||||
|
||||
swapChain = engine.createSwapChain(surface, flags)
|
||||
displayHelper.attach(renderer, surfaceView.display);
|
||||
}
|
||||
|
||||
@@ -327,6 +347,8 @@ class MainActivity : Activity() {
|
||||
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ material {
|
||||
],
|
||||
|
||||
// This material disables all lighting
|
||||
shadingModel : unlit,
|
||||
shadingModel : unlit
|
||||
}
|
||||
|
||||
fragment {
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
// Simple unlit material that uses the colors associated with each vertex.
|
||||
//
|
||||
// This source material must be compiled to a binary material using the matc tool.
|
||||
// The command used to compile this material is:
|
||||
// matc -p mobile -a opengl -o app/src/main/assets/baked_color.filamat app/src/materials/baked_color.mat
|
||||
//
|
||||
// See build.gradle for an example of how to compile materials automatically
|
||||
// Please refer to the documentation for more information about matc and the materials system.
|
||||
|
||||
material {
|
||||
name : baked_color,
|
||||
|
||||
// Lists the required vertex attributes
|
||||
// Here we only need a color (RGBA)
|
||||
requires : [
|
||||
color
|
||||
],
|
||||
|
||||
// This material disables all lighting
|
||||
shadingModel : unlit,
|
||||
featureLevel : 0
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
// You must always call the prepareMaterial() function
|
||||
prepareMaterial(material);
|
||||
|
||||
// We set the material's color to the color interpolated from
|
||||
// the model's vertices
|
||||
material.baseColor = getColor();
|
||||
}
|
||||
}
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -42,6 +46,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+7
-3
@@ -26,6 +26,7 @@ import android.view.animation.LinearInterpolator
|
||||
|
||||
import com.google.android.filament.*
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
|
||||
import java.nio.ByteBuffer
|
||||
@@ -117,9 +118,10 @@ class MainActivity : Activity() {
|
||||
}
|
||||
|
||||
private fun setupView() {
|
||||
val ssaoOptions = view.ambientOcclusionOptions
|
||||
ssaoOptions.enabled = true
|
||||
view.ambientOcclusionOptions = ssaoOptions
|
||||
// ambient occlusion is the cheapest effect that adds a lot of quality
|
||||
view.ambientOcclusionOptions = view.ambientOcclusionOptions.apply {
|
||||
enabled = true
|
||||
}
|
||||
|
||||
// NOTE: Try to disable post-processing (tone-mapping, etc.) to see the difference
|
||||
// view.isPostProcessingEnabled = false
|
||||
@@ -303,6 +305,8 @@ class MainActivity : Activity() {
|
||||
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -35,6 +39,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+3
@@ -29,6 +29,7 @@ import com.google.android.filament.*
|
||||
import com.google.android.filament.RenderableManager.*
|
||||
import com.google.android.filament.VertexBuffer.*
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
|
||||
import java.nio.ByteBuffer
|
||||
@@ -413,6 +414,8 @@ class MainActivity : Activity() {
|
||||
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,6 +3,10 @@ apply plugin: 'kotlin-android'
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
android {
|
||||
namespace 'com.google.android.filament.livewallpaper'
|
||||
|
||||
@@ -18,6 +22,11 @@ android {
|
||||
dependenciesInfo {
|
||||
includeInApk = false
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+3
@@ -31,6 +31,7 @@ import android.view.animation.LinearInterpolator
|
||||
import androidx.annotation.RequiresApi
|
||||
import com.google.android.filament.*
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
|
||||
class FilamentLiveWallpaper : WallpaperService() {
|
||||
@@ -226,6 +227,8 @@ class FilamentLiveWallpaper : WallpaperService() {
|
||||
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
meshInputFile = project.layout.projectDirectory.file("../../../third_party/models/shader_ball/shader_ball.obj")
|
||||
meshOutputDir = project.layout.projectDirectory.dir("src/main/assets/models")
|
||||
@@ -46,6 +50,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+3
@@ -26,6 +26,7 @@ import android.view.animation.LinearInterpolator
|
||||
|
||||
import com.google.android.filament.*
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
import com.google.android.filament.filamat.MaterialBuilder
|
||||
|
||||
@@ -343,6 +344,8 @@ class MainActivity : Activity() {
|
||||
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -35,6 +39,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+3
@@ -30,6 +30,7 @@ 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.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
|
||||
import java.nio.ByteBuffer
|
||||
@@ -458,6 +459,8 @@ class MainActivity : Activity() {
|
||||
view1.viewport = Viewport(width / 2, 0, width / 2, height / 2)
|
||||
view2.viewport = Viewport(0, height / 2, width / 2, height / 2)
|
||||
view4.viewport = Viewport(width / 4, height / 4, width / 2, height / 2)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
iblInputFile = project.layout.projectDirectory.file("../../../third_party/environments/studio_small_02_2k.hdr")
|
||||
iblOutputDir = project.layout.projectDirectory.dir("src/main/assets/envs")
|
||||
@@ -38,6 +42,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+3
@@ -37,6 +37,7 @@ import com.google.android.filament.Camera;
|
||||
import com.google.android.filament.Engine;
|
||||
import com.google.android.filament.Entity;
|
||||
import com.google.android.filament.EntityManager;
|
||||
import com.google.android.filament.Fence;
|
||||
import com.google.android.filament.Filament;
|
||||
import com.google.android.filament.IndirectLight;
|
||||
import com.google.android.filament.LightManager;
|
||||
@@ -49,6 +50,7 @@ import com.google.android.filament.TransformManager;
|
||||
import com.google.android.filament.Viewport;
|
||||
|
||||
import com.google.android.filament.android.DisplayHelper;
|
||||
import com.google.android.filament.android.FilamentHelper;
|
||||
import com.google.android.filament.android.TextureHelper;
|
||||
import com.google.android.filament.android.UiHelper;
|
||||
|
||||
@@ -107,6 +109,7 @@ public class MainActivity extends Activity
|
||||
mCamera.setProjection(60.0, aspect, 1.0, 2000.0, Camera.Fov.HORIZONTAL);
|
||||
}
|
||||
mView.setViewport(new Viewport(0, 0, width, height));
|
||||
FilamentHelper.synchronizePendingFrames(mEngine);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -36,6 +40,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+3
@@ -38,6 +38,7 @@ import android.os.Build
|
||||
import android.view.MotionEvent
|
||||
import androidx.annotation.RequiresApi
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
|
||||
|
||||
class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallback {
|
||||
@@ -401,6 +402,8 @@ class MainActivity : Activity(), ActivityCompat.OnRequestPermissionsResultCallba
|
||||
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -36,6 +40,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+3
@@ -29,6 +29,7 @@ import com.google.android.filament.RenderableManager.PrimitiveType
|
||||
import com.google.android.filament.VertexBuffer.AttributeType
|
||||
import com.google.android.filament.VertexBuffer.VertexAttribute
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
import java.nio.ByteBuffer
|
||||
import java.nio.ByteOrder
|
||||
@@ -327,6 +328,8 @@ class MainActivity : Activity() {
|
||||
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -43,6 +47,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+5
-2
@@ -26,6 +26,7 @@ import android.view.animation.LinearInterpolator
|
||||
|
||||
import com.google.android.filament.*
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.utils.*
|
||||
import com.google.android.filament.android.UiHelper
|
||||
|
||||
@@ -230,7 +231,7 @@ class MainActivity : Activity() {
|
||||
animator.repeatCount = ValueAnimator.INFINITE
|
||||
animator.addUpdateListener { a ->
|
||||
val v = (a.animatedValue as Float)
|
||||
camera.lookAt(cos(v) * 4.5, 1.5, sin(v) * 4.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
|
||||
camera.lookAt(cos(v) * 5.5, 1.5, sin(v) * 5.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
|
||||
}
|
||||
animator.start()
|
||||
}
|
||||
@@ -252,7 +253,7 @@ class MainActivity : Activity() {
|
||||
|
||||
// Stop the animation and any pending frame
|
||||
choreographer.removeFrameCallback(frameScheduler)
|
||||
animator.cancel();
|
||||
animator.cancel()
|
||||
|
||||
// Always detach the surface before destroying the engine
|
||||
uiHelper.detach()
|
||||
@@ -323,6 +324,8 @@ class MainActivity : Activity() {
|
||||
camera.setProjection(45.0, aspect, 0.1, 20.0, Camera.Fov.VERTICAL)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,10 @@ plugins {
|
||||
|
||||
project.ext.isSample = true
|
||||
|
||||
kotlin {
|
||||
jvmToolchain(versions.jdk)
|
||||
}
|
||||
|
||||
filamentTools {
|
||||
materialInputDir = project.layout.projectDirectory.dir("src/main/materials")
|
||||
materialOutputDir = project.layout.projectDirectory.dir("src/main/assets/materials")
|
||||
@@ -36,6 +40,11 @@ android {
|
||||
aaptOptions {
|
||||
noCompress 'filamat', 'ktx'
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility versions.jdk
|
||||
targetCompatibility versions.jdk
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
+6
-3
@@ -33,6 +33,7 @@ import com.google.android.filament.*
|
||||
import com.google.android.filament.RenderableManager.*
|
||||
import com.google.android.filament.VertexBuffer.*
|
||||
import com.google.android.filament.android.DisplayHelper
|
||||
import com.google.android.filament.android.FilamentHelper
|
||||
import com.google.android.filament.android.UiHelper
|
||||
|
||||
import java.nio.ByteBuffer
|
||||
@@ -139,9 +140,9 @@ class MainActivity : Activity() {
|
||||
camera = engine.createCamera(engine.entityManager.create())
|
||||
|
||||
// clear the swapchain with transparent pixels
|
||||
val options = renderer.clearOptions
|
||||
options.clear = true
|
||||
renderer.clearOptions = options
|
||||
renderer.clearOptions = renderer.clearOptions.apply {
|
||||
clear = true
|
||||
}
|
||||
}
|
||||
|
||||
private fun setupView() {
|
||||
@@ -350,6 +351,8 @@ class MainActivity : Activity() {
|
||||
-aspect * zoom, aspect * zoom, -zoom, zoom, 0.0, 10.0)
|
||||
|
||||
view.viewport = Viewport(0, 0, width, height)
|
||||
|
||||
FilamentHelper.synchronizePendingFrames(engine)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -90,8 +90,8 @@ function print_help {
|
||||
echo " Desktop matc target, release build:"
|
||||
echo " \$ ./$self_name release matc"
|
||||
echo ""
|
||||
echo " Build gltf_viewer then immediately run it with no arguments:"
|
||||
echo " \$ ./$self_name release run_gltf_viewer"
|
||||
echo " Build gltf_viewer:"
|
||||
echo " \$ ./$self_name release gltf_viewer"
|
||||
echo ""
|
||||
}
|
||||
|
||||
@@ -491,6 +491,7 @@ function build_android {
|
||||
./gradlew \
|
||||
-Pcom.google.android.filament.dist-dir=../out/android-debug/filament \
|
||||
-Pcom.google.android.filament.abis=${ABI_GRADLE_OPTION} \
|
||||
${MATOPT_GRADLE_OPTION} \
|
||||
:samples:${sample}:assembleDebug
|
||||
done
|
||||
fi
|
||||
@@ -539,6 +540,7 @@ function build_android {
|
||||
./gradlew \
|
||||
-Pcom.google.android.filament.dist-dir=../out/android-release/filament \
|
||||
-Pcom.google.android.filament.abis=${ABI_GRADLE_OPTION} \
|
||||
${MATOPT_GRADLE_OPTION} \
|
||||
:samples:${sample}:assembleRelease
|
||||
done
|
||||
fi
|
||||
@@ -756,7 +758,7 @@ function run_tests {
|
||||
|
||||
pushd "$(dirname "$0")" > /dev/null
|
||||
|
||||
while getopts ":hacCfijmp:q:uvslwtedk:b" opt; do
|
||||
while getopts ":hacCfgijmp:q:uvslwtedk:b" opt; do
|
||||
case ${opt} in
|
||||
h)
|
||||
print_help
|
||||
|
||||
@@ -44,13 +44,20 @@ elif [[ "$LC_UNAME" == "darwin" ]]; then
|
||||
fi
|
||||
source `dirname $0`/../common/build-common.sh
|
||||
|
||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
|
||||
if [[ "$java_version" < 17 ]]; then
|
||||
echo "Android builds require Java 17, found version ${java_version} instead"
|
||||
exit 0
|
||||
fi
|
||||
fi
|
||||
|
||||
# Unless explicitly specified, NDK version will be set to match exactly the required one
|
||||
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/ndk.version)}
|
||||
|
||||
# Install the required NDK version specifically (if not present)
|
||||
if [[ ! -d "${ANDROID_HOME}/ndk/$FILAMENT_NDK_VERSION" ]]; then
|
||||
# NOTE: We MUST use Java 1.8 to run sdkmanager currently, it fails starting with Java 11
|
||||
JAVA_HOME=${JAVA_HOME_8_X64} ${ANDROID_HOME}/tools/bin/sdkmanager "ndk;$FILAMENT_NDK_VERSION" > /dev/null
|
||||
${ANDROID_HOME}/cmdline-tools/latest/bin/sdkmanager "ndk;$FILAMENT_NDK_VERSION" > /dev/null
|
||||
fi
|
||||
|
||||
# Only build 1 64 bit target during presubmit to cut down build times during presubmit
|
||||
|
||||
@@ -2,6 +2,11 @@
|
||||
|
||||
set -e
|
||||
|
||||
case "$(uname -s)" in
|
||||
Darwin*) IS_DARWIN=1;;
|
||||
*) ;;
|
||||
esac
|
||||
|
||||
function print_help {
|
||||
local SELF_NAME
|
||||
SELF_NAME=$(basename "$0")
|
||||
@@ -45,7 +50,11 @@ function replace {
|
||||
FIND_STR="${1//\{\{VERSION\}\}/${VERSION_REGEX}}"
|
||||
REPLACE_STR="${1//\{\{VERSION\}\}/${NEW_VERSION}}"
|
||||
local FILE_NAME="$2"
|
||||
sed -i '' -E "s/${FIND_STR}/${REPLACE_STR}/" "${FILE_NAME}"
|
||||
if [ IS_DARWIN ]; then
|
||||
sed -i '' -E "s/${FIND_STR}/${REPLACE_STR}/" "${FILE_NAME}"
|
||||
else
|
||||
sed -i -E "s/${FIND_STR}/${REPLACE_STR}/" "${FILE_NAME}"
|
||||
fi
|
||||
}
|
||||
|
||||
# The following are the canonical locations where the Filament version number is referenced.
|
||||
|
||||
@@ -3,12 +3,4 @@
|
||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
|
||||
CONTINUOUS_INTEGRATION=true
|
||||
|
||||
# Force Java to be Java 11 minimum, it defaults to 8 in GitHub runners for some platforms
|
||||
export JAVA_HOME=${JAVA_HOME_11_X64}
|
||||
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
|
||||
if [[ "$java_version" < 11 ]]; then
|
||||
echo "Android builds require Java 11, found version ${java_version} instead"
|
||||
exit 0
|
||||
fi
|
||||
fi
|
||||
|
||||
+34
-1
@@ -1139,7 +1139,8 @@ Type
|
||||
: array of `string`
|
||||
|
||||
Value
|
||||
: Each entry must be any of `dynamicLighting`, `directionalLighting`, `shadowReceiver`,`skinning` or `ssr`.
|
||||
: Each entry must be any of `dynamicLighting`, `directionalLighting`, `shadowReceiver`,
|
||||
`skinning`, `ssr`, or `stereo`.
|
||||
|
||||
Description
|
||||
: Used to specify a list of shader variants that the application guarantees will never be
|
||||
@@ -1158,6 +1159,7 @@ Description of the variants:
|
||||
- `fog`, used when global fog is applied to the scene
|
||||
- `vsm`, used when VSM shadows are enabled and the object is a shadow receiver
|
||||
- `ssr`, used when screen-space reflections are enabled in the View
|
||||
- `stereo`, used when stereoscopic rendering is enabled in the View
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
|
||||
material {
|
||||
@@ -2372,6 +2374,15 @@ type aliases:
|
||||
match the API-level world space. To obtain the position of the API-level camera, custom
|
||||
materials can use `getUserWorldFromWorldMatrix()` to transform `getWorldCameraPosition()`.
|
||||
|
||||
### Material globals
|
||||
|
||||
Name | Type | Description
|
||||
:-----------------------------------|:--------:|:------------------------------------
|
||||
**getMaterialGlobal0()** | float4 | A vec4 visible by all materials, its value is set by `View::setMaterialGlobal(0, float4)`. Its default value is {0,0,0,1}.
|
||||
**getMaterialGlobal1()** | float4 | A vec4 visible by all materials, its value is set by `View::setMaterialGlobal(1, float4)`. Its default value is {0,0,0,1}.
|
||||
**getMaterialGlobal2()** | float4 | A vec4 visible by all materials, its value is set by `View::setMaterialGlobal(2, float4)`. Its default value is {0,0,0,1}.
|
||||
**getMaterialGlobal3()** | float4 | A vec4 visible by all materials, its value is set by `View::setMaterialGlobal(3, float4)`. Its default value is {0,0,0,1}.
|
||||
|
||||
### Vertex only
|
||||
|
||||
The following APIs are only available from the vertex block:
|
||||
@@ -2584,4 +2595,26 @@ pre-multiplied ahead of time. On Android, any texture uploaded from a
|
||||
[Bitmap](https://developer.android.com/reference/android/graphics/Bitmap.html) will be
|
||||
pre-multiplied by default.
|
||||
|
||||
# Sampler usage in Materials
|
||||
|
||||
The number of usable sampler parameters (e.g.: type is `sampler2d`) in materials is limited and
|
||||
depends on the material properties, shading model, feature level and variant filter.
|
||||
|
||||
## Feature level 1 and 2
|
||||
|
||||
`unlit` materials can use up to 12 samplers by default.
|
||||
|
||||
`lit` materials can use up to 9 samplers by default, however if `refractionMode` or `reflectionMode`
|
||||
is set to `screenspace` that number is reduced to 8.
|
||||
|
||||
Finally if `variantFilter` contains the `fog` filter, an extra sampler is made available, such that
|
||||
`unlit` materials can use up to 13 and `lit` materials up to 10 samplers by default.
|
||||
|
||||
## Feature level 3
|
||||
|
||||
16 samplers are available.
|
||||
|
||||
!!! TIP: external samplers
|
||||
Be aware that `external` samplers account for 2 regular samplers.
|
||||
|
||||
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|
||||
|
||||
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+145
-145
@@ -44,7 +44,7 @@ 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>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
|
||||
@@ -53,7 +53,7 @@ tutorial.</p>
|
||||
<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
|
||||
@@ -61,81 +61,81 @@ 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">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'plastic.filamat'</span>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'pillars_2k'</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'plastic.filamat'</span><span style="color: #bbbbbb"></span>
|
||||
|
||||
Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>ibl_url,<span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$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([<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: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.IndexType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer$IndexType;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.LightType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.LightManager$Type;<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Obtain the canvas DOM object and pass it to the App.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App(canvas);<span style="color: #bbbbbb"></span>
|
||||
}<span style="color: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #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><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>canvas;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(canvas);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create skybox</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create skybox</span><span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createView();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #bbbbbb"> </span>}
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createView();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">10000</span>;
|
||||
<span style="color: #bbbbbb"> </span>vec3.rotateY(eye,<span style="color: #bbbbbb"> </span>eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>radians);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #bbbbbb"> </span>}
|
||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">10000</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>vec3.rotateY(eye,<span style="color: #bbbbbb"> </span>eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>radians);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span>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>}
|
||||
}
|
||||
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>Fov.VERTICAL);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
}<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>The above boilerplate should be familiar to you from the previous tutorial, although it loads in a
|
||||
new set of assets. We also added some animation to the camera.</p>
|
||||
<p>Next let's create a material instance from the package that we built at the beginning the tutorial.
|
||||
Replace the <strong>create material</strong> comment with the following snippet.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(filamat_url);
|
||||
<span style="color: #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><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(filamat_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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><span style="color: #bbbbbb"> </span>red<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0.8</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.0</span>];<span style="color: #bbbbbb"></span>
|
||||
matinstance.setColor3Parameter(<span style="color: #BA2121">'baseColor'</span>,<span style="color: #bbbbbb"> </span>Filament.RgbType.sRGB,<span style="color: #bbbbbb"> </span>red);<span style="color: #bbbbbb"></span>
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.5</span>);<span style="color: #bbbbbb"></span>
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoat'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>);<span style="color: #bbbbbb"></span>
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoatRoughness'</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.3</span>);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>The next step is to create a renderable for the sphere. To help with this, we'll use the <code>IcoSphere</code>
|
||||
@@ -149,33 +149,33 @@ as quaternions.</li>
|
||||
</ul>
|
||||
<p>Let's go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
|
||||
sphere</strong> with the following snippet.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>renderable<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();
|
||||
scene.addEntity(renderable);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>renderable<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
|
||||
scene.addEntity(renderable);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>icosphere<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.IcoSphere(<span style="color: #666666">5</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>icosphere<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.IcoSphere(<span style="color: #666666">5</span>);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()
|
||||
<span style="color: #bbbbbb"> </span>.vertexCount(icosphere.vertices.length<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>)
|
||||
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT3,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.TANGENTS,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.SHORT4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)
|
||||
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.TANGENTS)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.vertexCount(icosphere.vertices.length<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT3,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.TANGENTS,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.SHORT4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.TANGENTS)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>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><span style="color: #bbbbbb"> </span>ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.indexCount(icosphere.triangles.length)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.bufferType(IndexType.USHORT)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
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: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>icosphere.vertices);<span style="color: #bbbbbb"></span>
|
||||
vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>icosphere.tangents);<span style="color: #bbbbbb"></span>
|
||||
ib.setBuffer(engine,<span style="color: #bbbbbb"> </span>icosphere.triangles);<span style="color: #bbbbbb"></span>
|
||||
|
||||
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);
|
||||
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinstance)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span>vb,<span style="color: #bbbbbb"> </span>ib)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>renderable);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>At this point, the app is rendering a sphere, but it is black so it doesn't show up. To prove that
|
||||
@@ -185,94 +185,94 @@ did in the first tutorial.</p>
|
||||
<p>In this section we will create some directional light sources, as well as an image-based light (IBL)
|
||||
defined by one of the KTX files we built at the start of the demo. First, replace the <strong>create
|
||||
lights</strong> comment with the following snippet.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sunlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();
|
||||
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);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sunlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
|
||||
scene.addEntity(sunlight);<span style="color: #bbbbbb"></span>
|
||||
Filament.LightManager.Builder(LightType.SUN)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.color([<span style="color: #666666">0.98</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.92</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.89</span>])<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">110000.0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">0.6</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-0.8</span>])<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.sunAngularRadius(<span style="color: #666666">1.9</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.sunHaloSize(<span style="color: #666666">10.0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.sunHaloFalloff(<span style="color: #666666">80.0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>sunlight);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>backlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();
|
||||
scene.addEntity(backlight);
|
||||
Filament.LightManager.Builder(LightType.DIRECTIONAL)
|
||||
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>])
|
||||
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>backlight);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>backlight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
|
||||
scene.addEntity(backlight);<span style="color: #bbbbbb"></span>
|
||||
Filament.LightManager.Builder(LightType.DIRECTIONAL)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.direction([<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>])<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span>backlight);<span style="color: #bbbbbb"></span>
|
||||
</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;
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>format<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataFormat.RGB;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>datatype<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataType.UINT_10F_11F_11F_REV;<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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: #3D7B7B; font-style: italic">// Create a Texture object for the mipmapped cubemap.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_package<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Buffer(Filament.assets[ibl_url]);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>iblktx<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.Ktx1Bundle(ibl_package);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #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$InternalFormat.RGBA8)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibltex<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Texture.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.width(iblktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.height(iblktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.levels(iblktx.getNumMipLevels())<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">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: #bbbbbb"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span>level<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span>iblktx.getNumMipLevels();<span style="color: #bbbbbb"> </span><span style="color: #666666">++</span>level)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>uint8array<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getCubeBlob(level).getBytes();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>pixelbuffer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelBuffer(uint8array,<span style="color: #bbbbbb"> </span>format,<span style="color: #bbbbbb"> </span>datatype);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>ibltex.setImageCube(engine,<span style="color: #bbbbbb"> </span>level,<span style="color: #bbbbbb"> </span>pixelbuffer);<span style="color: #bbbbbb"></span>
|
||||
}<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic">// Parse the spherical harmonics metadata.</span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>shstring<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getMetadata(<span style="color: #BA2121">'sh'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>shfloats<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>shstring.split(<span style="color: #A45A77">/\s/</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">9</span><span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>).map(<span style="color: #008000">parseFloat</span>);
|
||||
<span style="color: #3D7B7B; font-style: italic">// Parse the spherical harmonics metadata.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>shstring<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>iblktx.getMetadata(<span style="color: #BA2121">'sh'</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>shfloats<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>shstring.split(<span style="color: #A45A77">/\s/</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">9</span><span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>).map(<span style="color: #008000">parseFloat</span>);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic">// 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: #3D7B7B; font-style: italic">// Build the IBL object and insert it into the scene.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndirectLight.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.reflections(ibltex)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.irradianceSh(<span style="color: #666666">3</span>,<span style="color: #bbbbbb"> </span>shfloats)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.intensity(<span style="color: #666666">50000.0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
scene.setIndirectLight(indirectLight);
|
||||
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
|
||||
</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);
|
||||
indirectLight.setIntensity(<span style="color: #666666">50000</span>);
|
||||
scene.setIndirectLight(indirectLight);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createIblFromKtx1(ibl_url);<span style="color: #bbbbbb"></span>
|
||||
indirectLight.setIntensity(<span style="color: #666666">50000</span>);<span style="color: #bbbbbb"></span>
|
||||
scene.setIndirectLight(indirectLight);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<h2>Add background</h2>
|
||||
<p>At this point you can run the demo and you should see a red plastic ball against a black background.
|
||||
Without a skybox, the reflections on the ball are not representative of its surroundings.
|
||||
Here's one way to create a texture for the skybox:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_package<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Buffer(Filament.assets[sky_url]);
|
||||
<span style="color: #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$InternalFormat.RGBA8)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_package<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Buffer(Filament.assets[sky_url]);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skyktx<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.Ktx1Bundle(sky_package);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skytex<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Texture.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.width(skyktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.height(skyktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.levels(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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><span style="color: #bbbbbb"> </span>uint8array<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>skyktx.getCubeBlob(<span style="color: #666666">0</span>).getBytes();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>pixelbuffer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelBuffer(uint8array,<span style="color: #bbbbbb"> </span>format,<span style="color: #bbbbbb"> </span>datatype);<span style="color: #bbbbbb"></span>
|
||||
skytex.setImageCube(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>pixelbuffer);<span style="color: #bbbbbb"></span>
|
||||
</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);
|
||||
scene.setSkybox(skybox);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSkyFromKtx1(sky_url);<span style="color: #bbbbbb"></span>
|
||||
scene.setSkybox(skybox);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>That's it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
|
||||
|
||||
+108
-108
@@ -15,7 +15,7 @@ we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
|
||||
<p>Filament does not have an asset loading system, but it does provide a binary mesh format
|
||||
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
|
||||
converting <a href="https://github.com/google/filament/blob/main/assets/models/monkey/monkey.obj">this OBJ file</a>:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>filamesh<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>
|
||||
@@ -23,26 +23,26 @@ converting <a href="https://github.com/google/filament/blob/main/assets/models/m
|
||||
non-compressed variants for each texture, since not all platforms support the same compression
|
||||
formats. First copy over the PNG files from the <a href="https://github.com/google/filament/blob/main/assets/models/monkey">monkey folder</a>, then do:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic"># Create mipmaps for base color and two compressed variants.</span>
|
||||
mipgen<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>
|
||||
@@ -50,12 +50,12 @@ mipgen<span style="color: #bbbbbb"> </span>--grayscale<span style="color: #bbbbb
|
||||
<h2>Bake environment map</h2>
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
|
||||
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/venetian_crossroads_2k.hdr">venetian_crossroads_2k.hdr</a>, then invoke the following commands in your terminal.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<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>
|
||||
@@ -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
|
||||
@@ -101,62 +101,62 @@ materials, consult the official document describing the <a href="https://google.
|
||||
<p>Create a text file called <code>suzanne.html</code> and copy over the HTML that we used in the <a href="tutorial_redball.html">previous
|
||||
tutorial</a>. Change the last script tag from <code>redball.js</code> to <code>suzanne.js</code>. Next, create <code>suzanne.js</code>
|
||||
with the following content.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// TODO: declare asset URLs</span>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// TODO: declare asset URLs</span><span style="color: #bbbbbb"></span>
|
||||
|
||||
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([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>filamesh_url,<span style="color: #bbbbbb"> </span>sky_small_url,<span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App(<span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>]);<span style="color: #bbbbbb"></span>
|
||||
});<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>canvas;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(canvas);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createScene();<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.suzanne<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>filamesh.renderable;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.suzanne<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>filamesh.renderable;<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: fetch larger assets</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: fetch larger assets</span><span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSwapChain();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createRenderer();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createView();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSwapChain();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createRenderer();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createView();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">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><span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #bbbbbb"> </span>}
|
||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span>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>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">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: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Fov,<span style="color: #bbbbbb"> </span>fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666"><</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1</span><span style="color: #bbbbbb"> </span><span style="color: #666666">?</span><span style="color: #bbbbbb"> </span>Fov.HORIZONTAL<span style="color: #bbbbbb"> </span><span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>Fov.VERTICAL;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666666">45</span>,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">10.0</span>,<span style="color: #bbbbbb"> </span>fov);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
}<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
|
||||
@@ -172,29 +172,29 @@ string -- which might be empty.</p>
|
||||
<p>In our case, we know that our web server will have <code>astc</code> and <code>s3tc</code> variants for albedo, and <code>etc</code>
|
||||
variants for the other textures. The uncompressed variants (empty string) are always available as a
|
||||
last resort. Go ahead and replace the <strong>declare asset URLs</strong> comment with the following snippet.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">'astc s3tc_srgb'</span>);
|
||||
<span style="color: #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><span style="color: #bbbbbb"> </span>albedo_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">'astc s3tc_srgb'</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>texture_suffix<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">'etc'</span>);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'venetian_crossroads_2k'</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_small_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox_tiny.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_large_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</span>albedo_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`ao</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`normal</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamat_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'textured.filamat'</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'suzanne.filamesh'</span>;<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<h2>Create skybox and IBL</h2>
|
||||
<p>Next, let's create the low-resolution skybox and IBL in the <code>App</code> constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_small_url);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666666">100000</span>);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setIndirectLight(<span style="color: #008000; font-weight: bold">this</span>.indirectLight);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_small_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666666">100000</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setIndirectLight(<span style="color: #008000; font-weight: bold">this</span>.indirectLight);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>This allows users to see a reasonable background fairly quickly, before larger assets have finished
|
||||
@@ -206,31 +206,31 @@ when the assets have finished downloading.</p>
|
||||
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
|
||||
recreate the skybox using a higher-resolution texture. As a last step we unhide the renderable that
|
||||
was created in the app constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>Filament.fetch([sky_large_url,<span style="color: #bbbbbb"> </span>albedo_url,<span style="color: #bbbbbb"> </span>roughness_url,<span style="color: #bbbbbb"> </span>metallic_url,<span style="color: #bbbbbb"> </span>normal_url,<span style="color: #bbbbbb"> </span>ao_url],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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,<span style="color: #bbbbbb"> </span>albedo_url,<span style="color: #bbbbbb"> </span>roughness_url,<span style="color: #bbbbbb"> </span>metallic_url,<span style="color: #bbbbbb"> </span>normal_url,<span style="color: #bbbbbb"> </span>ao_url],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>albedo<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(albedo_url,<span style="color: #bbbbbb"> </span>{srgb<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(roughness_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(metallic_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(normal_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx1(ao_url);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sampler<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.TextureSampler(
|
||||
<span style="color: #bbbbbb"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
|
||||
<span style="color: #bbbbbb"> </span>Filament.MagFilter.LINEAR,
|
||||
<span style="color: #bbbbbb"> </span>Filament.WrapMode.CLAMP_TO_EDGE);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sampler<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.TextureSampler(<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>Filament.MagFilter.LINEAR,<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>Filament.WrapMode.CLAMP_TO_EDGE);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'albedo'</span>,<span style="color: #bbbbbb"> </span>albedo,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #bbbbbb"> </span>roughness,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'metallic'</span>,<span style="color: #bbbbbb"> </span>metallic,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'normal'</span>,<span style="color: #bbbbbb"> </span>normal,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'ao'</span>,<span style="color: #bbbbbb"> </span>ao,<span style="color: #bbbbbb"> </span>sampler);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'albedo'</span>,<span style="color: #bbbbbb"> </span>albedo,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #bbbbbb"> </span>roughness,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'metallic'</span>,<span style="color: #bbbbbb"> </span>metallic,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'normal'</span>,<span style="color: #bbbbbb"> </span>normal,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'ao'</span>,<span style="color: #bbbbbb"> </span>ao,<span style="color: #bbbbbb"> </span>sampler);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
|
||||
});
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.suzanne);<span style="color: #bbbbbb"></span>
|
||||
});<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<h2>Introduce trackball rotation</h2>
|
||||
@@ -241,13 +241,13 @@ listens for drag events and computes a rotation matrix.</p>
|
||||
|
||||
<p>Next, replace the <strong>initialize gltumble</strong> and <strong>apply gltumble matrix</strong> comments with the following
|
||||
two code snippets.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.trackball<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Trackball(canvas,<span style="color: #bbbbbb"> </span>{startSpin<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0.035</span>});
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.trackball<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Trackball(canvas,<span style="color: #bbbbbb"> </span>{startSpin<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #666666">0.035</span>});<span style="color: #bbbbbb"></span>
|
||||
</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());
|
||||
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>tcm<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>inst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.suzanne);<span style="color: #bbbbbb"></span>
|
||||
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());<span style="color: #bbbbbb"></span>
|
||||
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>That's it, we now have a fast-loading interactive demo. The complete JavaScript file is available
|
||||
|
||||
@@ -22,9 +22,9 @@ a mobile-friendly page with a full-screen canvas.</p>
|
||||
<<span style="color: #008000; font-weight: bold">title</span>>Filament Tutorial</<span style="color: #008000; font-weight: bold">title</span>>
|
||||
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666666">=</span><span style="color: #BA2121">"utf-8"</span>>
|
||||
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666666">=</span><span style="color: #BA2121">"viewport"</span> <span style="color: #687822">content</span><span style="color: #666666">=</span><span style="color: #BA2121">"width=device-width,user-scalable=no,initial-scale=1"</span>>
|
||||
<<span style="color: #008000; font-weight: bold">style</span>>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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>>
|
||||
@@ -48,24 +48,24 @@ a mobile-friendly page with a full-screen canvas.</p>
|
||||
<li><code>triangle.js</code> will contain your application code.</li>
|
||||
</ul>
|
||||
<p>Go ahead and create <code>triangle.js</code> with the following content.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">class</span><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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><span style="color: #bbbbbb"> </span>App<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">constructor</span>()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create entities</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: adjust viewport and canvas</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
}<span style="color: #bbbbbb"></span>
|
||||
|
||||
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: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.app<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>App()<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"> </span>);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>The two calls to <code>bind()</code> allow us to pass instance methods as callbacks for animation and resize
|
||||
@@ -81,9 +81,9 @@ that define a PBR material. We'll learn more about material packages in the
|
||||
<h2>Spawn a local server</h2>
|
||||
<p>Because of CORS restrictions, your web app cannot fetch the material package directly from the
|
||||
file system. One way around this is to create a temporary server using Python or node:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>python3<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
|
||||
@@ -93,8 +93,8 @@ with the correct MIME type.</p>
|
||||
<h2>Create the Engine and Scene</h2>
|
||||
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
|
||||
Filament objects to the app. Insert the following code into the top of the app constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>];
|
||||
<span style="color: #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: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Engine.create(<span style="color: #008000; font-weight: bold">this</span>.canvas);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>The above snippet creates the <code>Engine</code> by passing it a canvas DOM object. The engine needs the
|
||||
@@ -102,9 +102,9 @@ canvas in order to create a WebGL 2.0 context in its contructor.</p>
|
||||
<p>The engine is a factory for many Filament entities, including <code>Scene</code>, which is a flat container of
|
||||
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
|
||||
scene.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.triangle<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createScene();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.triangle<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.EntityManager.get().create();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>Filament uses an <a href="//en.wikipedia.org/wiki/Entity-component-system">Entity-Component System</a>.
|
||||
@@ -114,28 +114,28 @@ calls.</p>
|
||||
<h2>Construct typed arrays</h2>
|
||||
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
|
||||
colors array with a 32-bit word for each vertex.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Float32Array</span>([
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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><span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Float32Array</span>([<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">2</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">2</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">4</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span><span style="color: #666666">4</span><span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>),<span style="color: #bbbbbb"></span>
|
||||
]);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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><span style="color: #bbbbbb"> </span>TRIANGLE_COLORS<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Uint32Array</span>([<span style="color: #666666">0xffff0000</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0xff00ff00</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0xff0000ff</span>]);<span style="color: #bbbbbb"></span>
|
||||
</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);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.vertexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT2,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">8</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.COLOR,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.UBYTE4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.COLOR)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>TRIANGLE_POSITIONS);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>TRIANGLE_COLORS);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>The above snippet first creates aliases for two enum types, then constructs the vertex buffer using
|
||||
@@ -149,12 +149,12 @@ attribute. Alternatively, we could have interleaved or concatenated these attrib
|
||||
buffer slot.</p>
|
||||
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
|
||||
the integers 0,1,2.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()
|
||||
<span style="color: #bbbbbb"> </span>.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: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.indexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Uint16Array</span>([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">2</span>]));<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>Note that constructing an index buffer is similar to constructing a vertex buffer, but it only has
|
||||
@@ -167,29 +167,29 @@ parameters, and they can be bound to renderables. We'll learn more about ma
|
||||
next tutorial.</p>
|
||||
<p>After extracting the material instance, we can finally create a renderable component for the
|
||||
triangle by setting up a bounding box and passing in the vertex and index buffers.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>mat<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(<span style="color: #BA2121">'triangle.filamat'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>matinst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>mat.getDefaultInstance();
|
||||
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)
|
||||
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})
|
||||
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinst)
|
||||
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>mat<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createMaterial(<span style="color: #BA2121">'triangle.filamat'</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>matinst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>mat.getDefaultInstance();<span style="color: #bbbbbb"></span>
|
||||
Filament.RenderableManager.Builder(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.boundingBox({<span style="color: #bbbbbb"> </span>center<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>],<span style="color: #bbbbbb"> </span>halfExtent<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]<span style="color: #bbbbbb"> </span>})<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.material(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>matinst)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.geometry(<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>Next let's wrap up the initialization routine by creating the swap chain, renderer, camera, and
|
||||
view.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createView();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createSwapChain();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createRenderer();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createCamera(Filament.EntityManager.get().create());<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>engine.createView();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic">// Set up a blue-green background:</span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer.setClearOptions({clearColor<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.2</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>],<span style="color: #bbbbbb"> </span>clear<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});
|
||||
<span style="color: #3D7B7B; font-style: italic">// Set up a blue-green background:</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer.setClearOptions({clearColor<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0.0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0.2</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1.0</span>],<span style="color: #bbbbbb"> </span>clear<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic">// Adjust the initial viewport:</span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||
<span style="color: #3D7B7B; font-style: italic">// Adjust the initial viewport:</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>At this point, we're done creating all Filament entities, and the code should run without errors.
|
||||
@@ -197,24 +197,24 @@ However the canvas is still blank!</p>
|
||||
<h2>Render and resize handlers</h2>
|
||||
<p>Recall that our App class has a skeletal render method, which the browser calls every time it needs
|
||||
to repaint. Often this is 60 times a second.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render()<span style="color: #bbbbbb"> </span>{
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #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: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
}<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>Let's flesh this out by rotating the triangle and invoking the Filament renderer. Add the following
|
||||
code to the top of the render method.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// Rotate the triangle.</span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1000</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>transform<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>mat4.fromRotation(mat4.create(),<span style="color: #bbbbbb"> </span>radians,<span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>tcm<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>inst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span>transform);
|
||||
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// Rotate the triangle.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">1000</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>transform<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>mat4.fromRotation(mat4.create(),<span style="color: #bbbbbb"> </span>radians,<span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>]);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>tcm<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>inst<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.triangle);<span style="color: #bbbbbb"></span>
|
||||
tcm.setTransform(inst,<span style="color: #bbbbbb"> </span>transform);<span style="color: #bbbbbb"></span>
|
||||
inst.<span style="color: #AA22FF; font-weight: bold">delete</span>();<span style="color: #bbbbbb"></span>
|
||||
|
||||
<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: #3D7B7B; font-style: italic">// Render the frame.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>The first half of our render method obtains the transform component of the triangle entity and uses
|
||||
@@ -225,14 +225,14 @@ that it wants to skip a frame, hence the <code>if</code> statement.</p>
|
||||
<p>One last step. Add the following code to the resize method. This adjusts the resolution of the
|
||||
rendering surface when the window size changes, taking <code>devicePixelRatio</code> into account for high-DPI
|
||||
displays. It also adjusts the camera frustum accordingly.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;
|
||||
<span style="color: #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><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;
|
||||
<span style="color: #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><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Projection<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$Projection;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #bbbbbb"> </span><span style="color: #666666">-</span>aspect,<span style="color: #bbbbbb"> </span>aspect,<span style="color: #bbbbbb"> </span><span style="color: #666666">-1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a spinning triangle! The completed JavaScript is available
|
||||
|
||||
+32
-62
@@ -26,6 +26,7 @@ set(PUBLIC_HDRS
|
||||
include/filament/Frustum.h
|
||||
include/filament/IndexBuffer.h
|
||||
include/filament/IndirectLight.h
|
||||
include/filament/InstanceBuffer.h
|
||||
include/filament/LightManager.h
|
||||
include/filament/Material.h
|
||||
include/filament/MaterialInstance.h
|
||||
@@ -67,6 +68,7 @@ set(SRCS
|
||||
src/HwRenderPrimitiveFactory.cpp
|
||||
src/IndexBuffer.cpp
|
||||
src/IndirectLight.cpp
|
||||
src/InstanceBuffer.cpp
|
||||
src/LightManager.cpp
|
||||
src/Material.cpp
|
||||
src/MaterialInstance.cpp
|
||||
@@ -108,6 +110,7 @@ set(SRCS
|
||||
src/details/Fence.cpp
|
||||
src/details/IndexBuffer.cpp
|
||||
src/details/IndirectLight.cpp
|
||||
src/details/InstanceBuffer.cpp
|
||||
src/details/Material.cpp
|
||||
src/details/MaterialInstance.cpp
|
||||
src/details/MorphTargetBuffer.cpp
|
||||
@@ -171,6 +174,7 @@ set(PRIVATE_HDRS
|
||||
src/details/Fence.h
|
||||
src/details/IndexBuffer.h
|
||||
src/details/IndirectLight.h
|
||||
src/details/InstanceBuffer.h
|
||||
src/details/Material.h
|
||||
src/details/MaterialInstance.h
|
||||
src/details/MorphTargetBuffer.h
|
||||
@@ -233,19 +237,17 @@ set(MATERIAL_SRCS
|
||||
src/materials/skybox.mat
|
||||
src/materials/ssao/sao.mat
|
||||
src/materials/ssao/saoBentNormals.mat
|
||||
src/materials/separableGaussianBlur1.mat
|
||||
src/materials/separableGaussianBlur2.mat
|
||||
src/materials/separableGaussianBlur3.mat
|
||||
src/materials/separableGaussianBlur4.mat
|
||||
src/materials/separableGaussianBlur1L.mat
|
||||
src/materials/separableGaussianBlur2L.mat
|
||||
src/materials/separableGaussianBlur3L.mat
|
||||
src/materials/separableGaussianBlur4L.mat
|
||||
src/materials/separableGaussianBlur.mat
|
||||
src/materials/antiAliasing/fxaa.mat
|
||||
src/materials/antiAliasing/taa.mat
|
||||
src/materials/vsmMipmap.mat
|
||||
)
|
||||
|
||||
set(MATERIAL_ES2_SRCS
|
||||
src/materials/defaultMaterial0.mat
|
||||
src/materials/skybox0.mat
|
||||
)
|
||||
|
||||
# Embed the binary resource blob for materials.
|
||||
get_resgen_vars(${RESOURCE_DIR} materials)
|
||||
list(APPEND PRIVATE_HDRS ${RESGEN_HEADER})
|
||||
@@ -311,6 +313,23 @@ foreach (mat_src ${MATERIAL_SRCS})
|
||||
list(APPEND MATERIAL_BINS ${output_path})
|
||||
endforeach()
|
||||
|
||||
if (IS_MOBILE_TARGET AND FILAMENT_SUPPORTS_OPENGL)
|
||||
foreach (mat_src ${MATERIAL_ES2_SRCS})
|
||||
get_filename_component(localname "${mat_src}" NAME_WE)
|
||||
get_filename_component(fullname "${mat_src}" ABSOLUTE)
|
||||
set(output_path "${MATERIAL_DIR}/${localname}.filamat")
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT ${output_path}
|
||||
COMMAND matc -a opengl -p ${MATC_TARGET} ${MATC_OPT_FLAGS} -o ${output_path} ${fullname}
|
||||
MAIN_DEPENDENCY ${fullname}
|
||||
DEPENDS matc
|
||||
COMMENT "Compiling material ${mat_src} to ${output_path}"
|
||||
)
|
||||
list(APPEND MATERIAL_BINS ${output_path})
|
||||
endforeach ()
|
||||
endif ()
|
||||
|
||||
# Additional dependencies on included files for materials
|
||||
|
||||
add_custom_command(
|
||||
@@ -375,8 +394,8 @@ add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/sao.filamat"
|
||||
DEPENDS src/materials/ssao/ssaoUtils.fs
|
||||
DEPENDS src/materials/ssao/ssct.fs
|
||||
DEPENDS src/materials/ssao/depthUtils.fs
|
||||
DEPENDS src/materials/ssao/geometry.fs
|
||||
DEPENDS src/materials/utils/depthUtils.fs
|
||||
DEPENDS src/materials/utils/geometry.fs
|
||||
DEPENDS src/materials/ssao/saoImpl.fs
|
||||
DEPENDS src/materials/ssao/ssctImpl.fs
|
||||
APPEND
|
||||
@@ -386,8 +405,8 @@ add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/saoBentNormals.filamat"
|
||||
DEPENDS src/materials/ssao/ssaoUtils.fs
|
||||
DEPENDS src/materials/ssao/ssct.fs
|
||||
DEPENDS src/materials/ssao/depthUtils.fs
|
||||
DEPENDS src/materials/ssao/geometry.fs
|
||||
DEPENDS src/materials/utils/depthUtils.fs
|
||||
DEPENDS src/materials/utils/geometry.fs
|
||||
DEPENDS src/materials/ssao/saoImpl.fs
|
||||
DEPENDS src/materials/ssao/ssctImpl.fs
|
||||
APPEND
|
||||
@@ -436,56 +455,7 @@ add_custom_command(
|
||||
)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur1.filamat"
|
||||
DEPENDS src/materials/separableGaussianBlur.vs
|
||||
DEPENDS src/materials/separableGaussianBlur.fs
|
||||
APPEND
|
||||
)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur2.filamat"
|
||||
DEPENDS src/materials/separableGaussianBlur.vs
|
||||
DEPENDS src/materials/separableGaussianBlur.fs
|
||||
APPEND
|
||||
)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur3.filamat"
|
||||
DEPENDS src/materials/separableGaussianBlur.vs
|
||||
DEPENDS src/materials/separableGaussianBlur.fs
|
||||
APPEND
|
||||
)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur4.filamat"
|
||||
DEPENDS src/materials/separableGaussianBlur.vs
|
||||
DEPENDS src/materials/separableGaussianBlur.fs
|
||||
APPEND
|
||||
)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur1L.filamat"
|
||||
DEPENDS src/materials/separableGaussianBlur.vs
|
||||
DEPENDS src/materials/separableGaussianBlur.fs
|
||||
APPEND
|
||||
)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur2L.filamat"
|
||||
DEPENDS src/materials/separableGaussianBlur.vs
|
||||
DEPENDS src/materials/separableGaussianBlur.fs
|
||||
APPEND
|
||||
)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur3L.filamat"
|
||||
DEPENDS src/materials/separableGaussianBlur.vs
|
||||
DEPENDS src/materials/separableGaussianBlur.fs
|
||||
APPEND
|
||||
)
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur4L.filamat"
|
||||
OUTPUT "${MATERIAL_DIR}/separableGaussianBlur.filamat"
|
||||
DEPENDS src/materials/separableGaussianBlur.vs
|
||||
DEPENDS src/materials/separableGaussianBlur.fs
|
||||
APPEND
|
||||
|
||||
@@ -25,11 +25,12 @@ set(PUBLIC_HDRS
|
||||
|
||||
set(SRCS
|
||||
src/BackendUtils.cpp
|
||||
src/BlobCacheKey.cpp
|
||||
src/Callable.cpp
|
||||
src/CallbackHandler.cpp
|
||||
src/CircularBuffer.cpp
|
||||
src/CommandBufferQueue.cpp
|
||||
src/CommandStream.cpp
|
||||
src/CompilerThreadPool.cpp
|
||||
src/Driver.cpp
|
||||
src/Handle.cpp
|
||||
src/HandleAllocator.cpp
|
||||
@@ -54,6 +55,7 @@ set(PRIVATE_HDRS
|
||||
include/private/backend/PlatformFactory.h
|
||||
include/private/backend/SamplerGroup.h
|
||||
src/CommandStreamDispatcher.h
|
||||
src/CompilerThreadPool.h
|
||||
src/DataReshaper.h
|
||||
src/DriverBase.h
|
||||
)
|
||||
@@ -65,10 +67,14 @@ 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/CallbackManager.h
|
||||
src/opengl/CallbackManager.cpp
|
||||
src/opengl/gl_headers.cpp
|
||||
src/opengl/gl_headers.h
|
||||
src/opengl/GLUtils.cpp
|
||||
src/opengl/GLUtils.h
|
||||
src/opengl/OpenGLBlobCache.cpp
|
||||
src/opengl/OpenGLBlobCache.h
|
||||
src/opengl/OpenGLContext.cpp
|
||||
src/opengl/OpenGLContext.h
|
||||
src/opengl/OpenGLDriver.cpp
|
||||
@@ -79,6 +85,8 @@ 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
|
||||
src/opengl/ShaderCompilerService.cpp
|
||||
src/opengl/ShaderCompilerService.h
|
||||
)
|
||||
if (EGL)
|
||||
list(APPEND SRCS src/opengl/platforms/PlatformEGL.cpp)
|
||||
@@ -157,6 +165,9 @@ endif()
|
||||
if (FILAMENT_SUPPORTS_VULKAN)
|
||||
list(APPEND SRCS
|
||||
include/backend/platforms/VulkanPlatform.h
|
||||
src/vulkan/platform/VulkanPlatform.cpp
|
||||
src/vulkan/platform/VulkanPlatformSwapChainImpl.cpp
|
||||
src/vulkan/platform/VulkanPlatformSwapChainImpl.h
|
||||
src/vulkan/VulkanBlitter.cpp
|
||||
src/vulkan/VulkanBlitter.h
|
||||
src/vulkan/VulkanBuffer.cpp
|
||||
@@ -166,8 +177,6 @@ if (FILAMENT_SUPPORTS_VULKAN)
|
||||
src/vulkan/VulkanConstants.h
|
||||
src/vulkan/VulkanContext.cpp
|
||||
src/vulkan/VulkanContext.h
|
||||
src/vulkan/VulkanDisposer.cpp
|
||||
src/vulkan/VulkanDisposer.h
|
||||
src/vulkan/VulkanDriver.cpp
|
||||
src/vulkan/VulkanDriver.h
|
||||
src/vulkan/VulkanDriverFactory.h
|
||||
@@ -181,32 +190,26 @@ if (FILAMENT_SUPPORTS_VULKAN)
|
||||
src/vulkan/VulkanMemory.cpp
|
||||
src/vulkan/VulkanPipelineCache.cpp
|
||||
src/vulkan/VulkanPipelineCache.h
|
||||
src/vulkan/VulkanPlatform.cpp
|
||||
src/vulkan/VulkanSamplerCache.cpp
|
||||
src/vulkan/VulkanSamplerCache.h
|
||||
src/vulkan/VulkanStagePool.cpp
|
||||
src/vulkan/VulkanStagePool.h
|
||||
src/vulkan/VulkanSwapChain.cpp
|
||||
src/vulkan/VulkanSwapChain.h
|
||||
src/vulkan/VulkanReadPixels.cpp
|
||||
src/vulkan/VulkanReadPixels.h
|
||||
src/vulkan/VulkanResourceAllocator.h
|
||||
src/vulkan/VulkanResources.cpp
|
||||
src/vulkan/VulkanResources.h
|
||||
src/vulkan/VulkanTexture.cpp
|
||||
src/vulkan/VulkanTexture.h
|
||||
src/vulkan/VulkanUtility.cpp
|
||||
src/vulkan/VulkanUtility.h
|
||||
)
|
||||
if (LINUX)
|
||||
if (FILAMENT_SUPPORTS_WAYLAND)
|
||||
list(APPEND SRCS src/vulkan/PlatformVkLinuxWayland.cpp)
|
||||
elseif (FILAMENT_SUPPORTS_X11)
|
||||
list(APPEND SRCS src/vulkan/PlatformVkLinuxX11.cpp)
|
||||
endif()
|
||||
elseif (APPLE AND NOT IOS)
|
||||
list(APPEND SRCS src/vulkan/PlatformVkCocoa.mm)
|
||||
elseif (IOS)
|
||||
list(APPEND SRCS src/vulkan/PlatformVkCocoaTouch.mm)
|
||||
elseif (ANDROID)
|
||||
list(APPEND SRCS src/vulkan/PlatformVkAndroid.cpp)
|
||||
elseif (WIN32)
|
||||
list(APPEND SRCS src/vulkan/PlatformVkWindows.cpp)
|
||||
if (ANDROID OR LINUX OR WIN32)
|
||||
list(APPEND SRCS src/vulkan/platform/VulkanPlatformAndroidLinuxWindows.cpp)
|
||||
elseif (APPLE OR IOS)
|
||||
list(APPEND SRCS src/vulkan/platform/VulkanPlatformApple.mm)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
|
||||
@@ -66,7 +66,7 @@ public:
|
||||
virtual void post(void* user, Callback callback) = 0;
|
||||
|
||||
protected:
|
||||
virtual ~CallbackHandler();
|
||||
virtual ~CallbackHandler() = default;
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
@@ -106,7 +106,8 @@ static constexpr size_t CONFIG_SAMPLER_BINDING_COUNT = 4; // This is guarantee
|
||||
* Defines the backend's feature levels.
|
||||
*/
|
||||
enum class FeatureLevel : uint8_t {
|
||||
FEATURE_LEVEL_1 = 1, //!< OpenGL ES 3.0 features (default)
|
||||
FEATURE_LEVEL_0 = 0, //!< OpenGL ES 2.0 features
|
||||
FEATURE_LEVEL_1, //!< OpenGL ES 3.0 features (default)
|
||||
FEATURE_LEVEL_2, //!< OpenGL ES 3.1 features + 16 textures units + cubemap arrays
|
||||
FEATURE_LEVEL_3 //!< OpenGL ES 3.1 features + 31 textures units + cubemap arrays
|
||||
};
|
||||
@@ -295,6 +296,14 @@ enum class Precision : uint8_t {
|
||||
DEFAULT
|
||||
};
|
||||
|
||||
/**
|
||||
* Shader compiler priority queue
|
||||
*/
|
||||
enum class CompilerPriorityQueue : uint8_t {
|
||||
HIGH,
|
||||
LOW
|
||||
};
|
||||
|
||||
//! Texture sampler type
|
||||
enum class SamplerType : uint8_t {
|
||||
SAMPLER_2D, //!< 2D texture
|
||||
@@ -787,32 +796,53 @@ enum class SamplerCompareFunc : uint8_t {
|
||||
|
||||
//! Sampler parameters
|
||||
struct SamplerParams { // NOLINT
|
||||
union {
|
||||
struct {
|
||||
SamplerMagFilter filterMag : 1; //!< magnification filter (NEAREST)
|
||||
SamplerMinFilter filterMin : 3; //!< minification filter (NEAREST)
|
||||
SamplerWrapMode wrapS : 2; //!< s-coordinate wrap mode (CLAMP_TO_EDGE)
|
||||
SamplerWrapMode wrapT : 2; //!< t-coordinate wrap mode (CLAMP_TO_EDGE)
|
||||
SamplerMagFilter filterMag : 1; //!< magnification filter (NEAREST)
|
||||
SamplerMinFilter filterMin : 3; //!< minification filter (NEAREST)
|
||||
SamplerWrapMode wrapS : 2; //!< s-coordinate wrap mode (CLAMP_TO_EDGE)
|
||||
SamplerWrapMode wrapT : 2; //!< t-coordinate wrap mode (CLAMP_TO_EDGE)
|
||||
|
||||
SamplerWrapMode wrapR : 2; //!< r-coordinate wrap mode (CLAMP_TO_EDGE)
|
||||
uint8_t anisotropyLog2 : 3; //!< anisotropy level (0)
|
||||
SamplerCompareMode compareMode : 1; //!< sampler compare mode (NONE)
|
||||
uint8_t padding0 : 2; //!< reserved. must be 0.
|
||||
SamplerWrapMode wrapR : 2; //!< r-coordinate wrap mode (CLAMP_TO_EDGE)
|
||||
uint8_t anisotropyLog2 : 3; //!< anisotropy level (0)
|
||||
SamplerCompareMode compareMode : 1; //!< sampler compare mode (NONE)
|
||||
uint8_t padding0 : 2; //!< reserved. must be 0.
|
||||
|
||||
SamplerCompareFunc compareFunc : 3; //!< sampler comparison function (LE)
|
||||
uint8_t padding1 : 5; //!< reserved. must be 0.
|
||||
SamplerCompareFunc compareFunc : 3; //!< sampler comparison function (LE)
|
||||
uint8_t padding1 : 5; //!< reserved. must be 0.
|
||||
uint8_t padding2 : 8; //!< reserved. must be 0.
|
||||
|
||||
uint8_t padding2 : 8; //!< reserved. must be 0.
|
||||
};
|
||||
uint32_t u;
|
||||
struct Hasher {
|
||||
size_t operator()(SamplerParams p) const noexcept {
|
||||
// we don't use std::hash<> here, so we don't have to include <functional>
|
||||
return *reinterpret_cast<uint64_t const*>(reinterpret_cast<char const*>(&p));
|
||||
}
|
||||
};
|
||||
|
||||
struct EqualTo {
|
||||
bool operator()(SamplerParams lhs, SamplerParams rhs) const noexcept {
|
||||
auto* pLhs = reinterpret_cast<uint64_t const*>(reinterpret_cast<char const*>(&lhs));
|
||||
auto* pRhs = reinterpret_cast<uint64_t const*>(reinterpret_cast<char const*>(&rhs));
|
||||
return *pLhs == *pRhs;
|
||||
}
|
||||
};
|
||||
|
||||
struct LessThan {
|
||||
bool operator()(SamplerParams lhs, SamplerParams rhs) const noexcept {
|
||||
auto* pLhs = reinterpret_cast<uint64_t const*>(reinterpret_cast<char const*>(&lhs));
|
||||
auto* pRhs = reinterpret_cast<uint64_t const*>(reinterpret_cast<char const*>(&rhs));
|
||||
return *pLhs == *pRhs;
|
||||
}
|
||||
};
|
||||
|
||||
private:
|
||||
friend inline bool operator < (SamplerParams lhs, SamplerParams rhs) {
|
||||
return lhs.u < rhs.u;
|
||||
friend inline bool operator < (SamplerParams lhs, SamplerParams rhs) noexcept {
|
||||
return SamplerParams::LessThan{}(lhs, rhs);
|
||||
}
|
||||
};
|
||||
|
||||
static_assert(sizeof(SamplerParams) == sizeof(uint32_t), "SamplerParams must be 32 bits");
|
||||
// The limitation to 64-bits max comes from how we store a SamplerParams in our JNI code
|
||||
// see android/.../TextureSampler.cpp
|
||||
static_assert(sizeof(SamplerParams) <= sizeof(uint64_t),
|
||||
"SamplerParams must be no more than 64 bits");
|
||||
|
||||
//! blending equation function
|
||||
enum class BlendEquation : uint8_t {
|
||||
@@ -1117,8 +1147,6 @@ static_assert(sizeof(StencilState) == 12u,
|
||||
|
||||
using FrameScheduledCallback = void(*)(PresentCallable callable, void* user);
|
||||
|
||||
using FrameCompletedCallback = void(*)(void* user);
|
||||
|
||||
enum class Workaround : uint16_t {
|
||||
// The EASU pass must split because shader compiler flattens early-exit branch
|
||||
SPLIT_EASU,
|
||||
@@ -1129,7 +1157,14 @@ enum class Workaround : uint16_t {
|
||||
ADRENO_UNIFORM_ARRAY_CRASH,
|
||||
// Workaround a Metal pipeline compilation error with the message:
|
||||
// "Could not statically determine the target of a texture". See light_indirect.fs
|
||||
A8X_STATIC_TEXTURE_TARGET_ERROR
|
||||
A8X_STATIC_TEXTURE_TARGET_ERROR,
|
||||
// Adreno drivers sometimes aren't able to blit into a layer of a texture array.
|
||||
DISABLE_BLIT_INTO_TEXTURE_ARRAY,
|
||||
// Multiple workarounds needed for PowerVR GPUs
|
||||
POWER_VR_SHADER_WORKAROUNDS,
|
||||
// The driver has some threads pinned, and we can't easily know on which core, it can hurt
|
||||
// performance more if we end-up pinned on the same one.
|
||||
DISABLE_THREAD_AFFINITY
|
||||
};
|
||||
|
||||
} // namespace filament::backend
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user