Compare commits
1 Commits
v1.62.2
...
gitIgnoreU
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
9a74936103 |
@@ -57,7 +57,7 @@ SpaceBeforeInheritanceColon: true
|
||||
SpaceBeforeParens: ControlStatements
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||||
SpaceBeforeRangeBasedForLoopColon: false
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SpaceInEmptyParentheses: false
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||||
SpacesBeforeTrailingComments: 1
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||||
SpacesBeforeTrailingComments: 0
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||||
SpacesInAngles: false
|
||||
SpacesInCStyleCastParentheses: false
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||||
SpacesInContainerLiterals: false
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||||
|
||||
7
.github/actions/dep-versions/action.yml
vendored
@@ -1,7 +0,0 @@
|
||||
name: 'Set up dependency versions'
|
||||
runs:
|
||||
using: "composite"
|
||||
steps:
|
||||
- name: Set up dependency versions
|
||||
shell: bash
|
||||
run: cat ./build/common/versions >> $GITHUB_ENV
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||||
45
.github/actions/get-commit-msg/action.yml
vendored
@@ -1,45 +0,0 @@
|
||||
name: 'Get commit message'
|
||||
outputs:
|
||||
msg:
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value: ${{ steps.action_output.outputs.msg }}
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||||
runs:
|
||||
using: "composite"
|
||||
steps:
|
||||
- name: Find commit message (on push)
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if: github.event_name == 'push'
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shell: bash
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run: |
|
||||
AUTHOR_NAME="${{ github.event.head_commit.author.name }}"
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AUTHOR_EMAIL="${{ github.event.head_commit.author.email }}"
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TSTAMP="${{ github.event.head_commit.timestamp }}"
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echo "commit ${{ github.event.head_commit.id }}" >> /tmp/commit_msg.txt
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echo "Author: ${AUTHOR_NAME}<${AUTHOR_EMAIL}>" >> /tmp/commit_msg.txt
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echo "Date: ${TSTAMP}" >> /tmp/commit_msg.txt
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echo "" >> /tmp/commit_msg.txt
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||||
echo "${{ github.event.head_commit.message }}" >> /tmp/commit_msg.txt
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- name: Find commit message (PR)
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||||
shell: bash
|
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id: checkout_code
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if: github.event_name == 'pull_request'
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run: |
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echo "+++++ head commit message +++++"
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echo "$(git log -1 --no-merges)"
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echo "+++++++++++++++++++++++++++++++"
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echo "hash=$(git rev-parse HEAD)" >> "$GITHUB_OUTPUT"
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git checkout ${{ github.event.pull_request.head.sha }}
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echo "$(git log -1 --no-merges)" >> /tmp/commit_msg.txt
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- shell: bash
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id: action_output
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run: |
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DELIMITER="EOF_FILE_CONTENT_$(date +%s)" # Using timestamp to make it more unique
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echo "msg<<$DELIMITER" >> "$GITHUB_OUTPUT"
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cat /tmp/commit_msg.txt >> "$GITHUB_OUTPUT"
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echo "$DELIMITER" >> "$GITHUB_OUTPUT"
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echo "----- got commit message ---"
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cat /tmp/commit_msg.txt
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echo "----------------------------"
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- name: Cleanup Find commit message (PR)
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shell: bash
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if: github.event_name == 'pull_request'
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run: |
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git checkout ${{ steps.checkout_code.outputs.hash }}
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||||
38
.github/actions/linux-prereq/action.yml
vendored
@@ -1,38 +0,0 @@
|
||||
name: 'Linux Preqrequisites'
|
||||
runs:
|
||||
using: "composite"
|
||||
steps:
|
||||
- uses: ./.github/actions/dep-versions
|
||||
- name: Install Linux Prerequisites
|
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shell: bash
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||||
run: |
|
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set -xe
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# See https://askubuntu.com/questions/272248/processing-triggers-for-man-db/1476024#1476024
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echo "set man-db/auto-update false" | sudo debconf-communicate
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sudo dpkg-reconfigure man-db
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|
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# Install ninja
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source ./build/common/get-ninja.sh
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|
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# Install CMake
|
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mkdir -p cmake
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cd cmake
|
||||
|
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sudo wget https://github.com/Kitware/CMake/releases/download/v$GITHUB_CMAKE_VERSION/cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
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sudo chmod +x ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
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||||
sudo ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh --skip-license > /dev/null
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||||
sudo update-alternatives --install /usr/bin/cmake cmake $(pwd)/bin/cmake 1000 --force
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||||
|
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cd ..
|
||||
|
||||
sudo wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
|
||||
sudo apt-get update
|
||||
sudo apt-get install clang-$GITHUB_CLANG_VERSION libc++-$GITHUB_CLANG_VERSION-dev libc++abi-$GITHUB_CLANG_VERSION-dev
|
||||
sudo apt-get install mesa-common-dev libxi-dev libxxf86vm-dev
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||||
|
||||
# For dawn
|
||||
sudo apt-get install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libx11-xcb-dev
|
||||
|
||||
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-${GITHUB_CLANG_VERSION} 100
|
||||
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-${GITHUB_CLANG_VERSION} 100
|
||||
set +xe
|
||||
23
.github/actions/mac-prereq/action.yml
vendored
@@ -1,23 +0,0 @@
|
||||
name: 'Mac Preqrequisites'
|
||||
runs:
|
||||
using: "composite"
|
||||
steps:
|
||||
- uses: ./.github/actions/dep-versions
|
||||
- name: Set up Homebrew
|
||||
id: set-up-homebrew
|
||||
uses: Homebrew/actions/setup-homebrew@master
|
||||
- name: Set up Python
|
||||
uses: actions/setup-python@v5
|
||||
with:
|
||||
python-version: '3.x'
|
||||
- name: Cache Brew
|
||||
id: brew-cache
|
||||
uses: actions/cache@v4 # Use a specific version
|
||||
with:
|
||||
path: $HOME/Library/Caches/Homebrew
|
||||
key: ${{ runner.os }}-brew-20250424
|
||||
- name: Install Mac Prerequisites
|
||||
shell: bash
|
||||
run: |
|
||||
# Install ninja
|
||||
source ./build/common/get-ninja.sh
|
||||
16
.github/actions/web-prereq/action.yml
vendored
@@ -1,16 +0,0 @@
|
||||
name: 'Web Preqrequisites'
|
||||
runs:
|
||||
using: "composite"
|
||||
steps:
|
||||
- uses: ./.github/actions/dep-versions
|
||||
- name: Cache EMSDK
|
||||
id: emsdk-cache
|
||||
uses: actions/cache@v4 # Use a specific version
|
||||
with:
|
||||
path: emsdk
|
||||
key: ${{ runner.os }}-emsdk-${{ env.GITHUB_EMSDK_VERSION }}
|
||||
- name: Install Web Prerequisites
|
||||
shell: bash
|
||||
run: |
|
||||
bash ./build/common/get-emscripten.sh
|
||||
echo "EMSDK=$PWD/emsdk" >> $GITHUB_ENV
|
||||
3
.github/workflows/android-continuous.yml
vendored
@@ -16,9 +16,6 @@ jobs:
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- name: Run Android Continuous
|
||||
uses: ./.github/actions/android-continuous
|
||||
with:
|
||||
|
||||
3
.github/workflows/ios-continuous.yml
vendored
@@ -14,9 +14,6 @@ jobs:
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/mac-prereq
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/ios && printf "y" | ./build.sh continuous
|
||||
|
||||
3
.github/workflows/linux-continuous.yml
vendored
@@ -14,9 +14,6 @@ jobs:
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/linux && printf "y" | ./build.sh continuous
|
||||
|
||||
5
.github/workflows/mac-continuous.yml
vendored
@@ -14,9 +14,6 @@ jobs:
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/mac-prereq
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/mac && printf "y" | ./build.sh continuous
|
||||
@@ -26,4 +23,4 @@ jobs:
|
||||
path: out/filament-release-darwin.tgz
|
||||
- name: Check public headers
|
||||
run: |
|
||||
test/check-headers/test.sh out/release/filament/include
|
||||
build/common/check-headers.sh out/release/filament/include
|
||||
|
||||
57
.github/workflows/postsubmit.yml
vendored
@@ -1,57 +0,0 @@
|
||||
name: 'Post-submit tasks'
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
|
||||
jobs:
|
||||
update-renderdiff-goldens:
|
||||
name: update-renderdiff-goldens
|
||||
runs-on: 'ubuntu-24.04-4core'
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- id: get_commit_msg
|
||||
uses: ./.github/actions/get-commit-msg
|
||||
- name: Prerequisites
|
||||
run: pip install tifffile numpy
|
||||
- name: Run update script
|
||||
env:
|
||||
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
|
||||
run: |
|
||||
GOLDEN_BRANCH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | python3 test/renderdiff/src/commit_msg.py)
|
||||
COMMIT_HASH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | head -n 1 | sed "s/commit //g")
|
||||
if [[ "${GOLDEN_BRANCH}" != "main" ]]; then
|
||||
git config --global user.email "filament.bot@gmail.com"
|
||||
git config --global user.name "Filament Bot"
|
||||
git config --global credential.helper cache
|
||||
echo "branch==${GOLDEN_BRANCH}"
|
||||
echo "hash==${COMMIT_HASH}"
|
||||
python3 test/renderdiff/src/update_golden.py --branch=${GOLDEN_BRANCH} \
|
||||
--merge-to-main --filament-tag=${COMMIT_HASH} --golden-repo-token=${GH_TOKEN}
|
||||
fi
|
||||
|
||||
update-docs:
|
||||
name: update-docs
|
||||
runs-on: 'ubuntu-24.04-4core'
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- id: get_commit_msg
|
||||
uses: ./.github/actions/get-commit-msg
|
||||
- name: Prerequisites
|
||||
run: pip install selenium
|
||||
- name: Run update script
|
||||
env:
|
||||
GH_TOKEN: ${{ secrets.FILAMENTBOT_TOKEN }}
|
||||
run: |
|
||||
COMMIT_HASH=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | head -n 1 | sed "s/commit //g")
|
||||
git config --global user.email "filament.bot@gmail.com"
|
||||
git config --global user.name "Filament Bot"
|
||||
git config --global credential.helper cache
|
||||
bash docs_src/build/postsubmit.sh ${COMMIT_HASH} ${GH_TOKEN}
|
||||
111
.github/workflows/presubmit.yml
vendored
@@ -3,49 +3,38 @@ name: Presubmit
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
- main
|
||||
pull_request:
|
||||
branches:
|
||||
- main
|
||||
- main
|
||||
|
||||
jobs:
|
||||
build-desktop-mac:
|
||||
name: build-mac
|
||||
runs-on: macos-14-xlarge
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/mac-prereq
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/mac && printf "y" | ./build.sh presubmit
|
||||
- name: Test material parser
|
||||
run: |
|
||||
out/cmake-release/filament/test/test_material_parser
|
||||
build-desktop:
|
||||
name: build-desktop
|
||||
runs-on: ${{ matrix.os }}
|
||||
|
||||
strategy:
|
||||
matrix:
|
||||
os: [macos-14-xlarge, ubuntu-22.04-16core]
|
||||
|
||||
build-desktop-linux:
|
||||
name: build-linux
|
||||
runs-on: ubuntu-22.04-16core
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/linux && printf "y" | ./build.sh presubmit
|
||||
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
|
||||
cd build/$WORKFLOW_OS && printf "y" | ./build.sh presubmit
|
||||
- name: Test material parser
|
||||
run: |
|
||||
out/cmake-release/filament/test/test_material_parser
|
||||
|
||||
build-windows:
|
||||
name: build-windows
|
||||
runs-on: windows-2022-32core
|
||||
runs-on: win-2019-16core
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- name: Run build script
|
||||
run: |
|
||||
build\windows\build-github.bat presubmit
|
||||
@@ -54,11 +43,11 @@ jobs:
|
||||
build-android:
|
||||
name: build-android
|
||||
runs-on: 'ubuntu-24.04-16core'
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- uses: actions/setup-java@v3
|
||||
with:
|
||||
distribution: 'temurin'
|
||||
@@ -72,11 +61,11 @@ jobs:
|
||||
build-ios:
|
||||
name: build-iOS
|
||||
runs-on: macos-14-xlarge
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/mac-prereq
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/ios && printf "y" | ./build.sh presubmit
|
||||
@@ -87,12 +76,9 @@ jobs:
|
||||
build-web:
|
||||
name: build-web
|
||||
runs-on: 'ubuntu-24.04-16core'
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- uses: ./.github/actions/web-prereq
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/web && printf "y" | ./build.sh presubmit
|
||||
@@ -104,70 +90,81 @@ jobs:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: get_commit_msg
|
||||
uses: ./.github/actions/get-commit-msg
|
||||
- name: Check for manual edits to /docs
|
||||
run: |
|
||||
COMMIT_ID=$(echo "${{ steps.get_commit_msg.outputs.msg }}" | head -n 1 | sed "s/commit //g")
|
||||
bash docs_src/build/presubmit_check.sh ${COMMIT_ID}
|
||||
echo "${{ github.event.pull_request.head.sha }} -- ${{ github.event.pull_request.head.sha }}"
|
||||
# disable for now
|
||||
# bash docs_src/build/presubmit_check.sh ${{ github.event.pull_request.head.sha }}
|
||||
|
||||
test-renderdiff:
|
||||
name: test-renderdiff
|
||||
runs-on: macos-14-xlarge
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
- name: Set up Homebrew
|
||||
id: set-up-homebrew
|
||||
uses: Homebrew/actions/setup-homebrew@master
|
||||
- name: Set up Python
|
||||
uses: actions/setup-python@v5
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- id: get_commit_msg
|
||||
uses: ./.github/actions/get-commit-msg
|
||||
- uses: ./.github/actions/mac-prereq
|
||||
python-version: '3.x'
|
||||
- name: Cache Mesa and deps
|
||||
uses: actions/cache@v4
|
||||
id: mesa-cache
|
||||
uses: actions/cache@v4 # Use a specific version
|
||||
with:
|
||||
path: mesa
|
||||
key: ${{ runner.os }}-mesa-deps-2-${{ vars.MESA_VERSION }}
|
||||
- name: Prerequisites
|
||||
path: |
|
||||
$HOME/Library/Caches/Homebrew
|
||||
mesa
|
||||
key: ${{ runner.os }}-mesa-deps-${{ vars.MESA_VERSION }}
|
||||
- name: Get Mesa
|
||||
id: mesa-prereq
|
||||
env:
|
||||
MESA_VERSION: ${{ vars.MESA_VERSION }}
|
||||
run: |
|
||||
bash build/common/get-mesa.sh
|
||||
pip install tifffile numpy
|
||||
bash test/utils/get_mesa.sh
|
||||
- name: Run Test
|
||||
run: |
|
||||
echo "${{ steps.get_commit_msg.outputs.msg }}" | bash test/renderdiff/test.sh
|
||||
bash test/renderdiff/test.sh
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: presubmit-renderdiff-result
|
||||
path: ./out/renderdiff
|
||||
path: ./out/renderdiff_tests
|
||||
|
||||
validate-wgsl-webgpu:
|
||||
name: validate-wgsl-webgpu
|
||||
runs-on: 'ubuntu-24.04-8core'
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- name: Run build script
|
||||
run: ./build.sh -W debug test_filamat filament
|
||||
run: source ./build/linux/ci-common.sh && ./build.sh -W debug test_filamat filament
|
||||
- name: Run test
|
||||
run: ./out/cmake-debug/libs/filamat/test_filamat --gtest_filter=MaterialCompiler.Wgsl*
|
||||
|
||||
test-code-correctness:
|
||||
name: test-code-correctness
|
||||
code-correcteness:
|
||||
name: code-correctness
|
||||
runs-on: 'macos-14-xlarge'
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/mac-prereq
|
||||
- name: Install clang-tidy and deps
|
||||
- name: Set up Homebrew
|
||||
id: set-up-homebrew
|
||||
uses: Homebrew/actions/setup-homebrew@master
|
||||
- name: Set up Python
|
||||
uses: actions/setup-python@v5
|
||||
with:
|
||||
python-version: '3.x'
|
||||
- name: Install prerequisites
|
||||
run: |
|
||||
pip install pyyaml
|
||||
brew install llvm@${GITHUB_LLVM_VERSION}
|
||||
sudo ln -s "$(brew --prefix llvm)@${GITHUB_LLVM_VERSION}/bin/clang-tidy" "/usr/local/bin/clang-tidy"
|
||||
brew install llvm
|
||||
sudo ln -s "$(brew --prefix llvm)/bin/clang-tidy" "/usr/local/bin/clang-tidy"
|
||||
- name: Run build script
|
||||
# We need to build before clang-tidy can run analysis
|
||||
run: |
|
||||
# This will build for all three desktop backends on mac
|
||||
./build.sh -p desktop debug gltf_viewer
|
||||
- name: Run test
|
||||
run: bash test/code-correctness/test.sh
|
||||
run: |
|
||||
bash test/code-correctness/test.sh
|
||||
|
||||
62
.github/workflows/release.yml
vendored
@@ -29,11 +29,15 @@ on:
|
||||
types: [created]
|
||||
|
||||
jobs:
|
||||
build-linux:
|
||||
name: build-linux
|
||||
runs-on: ubuntu-22.04-32core
|
||||
build-desktop:
|
||||
name: build-desktop
|
||||
runs-on: ${{ matrix.os }}
|
||||
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
|
||||
|
||||
strategy:
|
||||
matrix:
|
||||
os: [macos-14-xlarge, ubuntu-22.04-32core]
|
||||
|
||||
steps:
|
||||
- name: Decide Git ref
|
||||
id: git_ref
|
||||
@@ -45,48 +49,15 @@ jobs:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- name: Run build script
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
run: |
|
||||
cd build/linux && printf "y" | ./build.sh release
|
||||
WORKFLOW_OS=`echo \`uname\` | sed "s/Darwin/mac/" | tr [:upper:] [:lower:]`
|
||||
cd build/$WORKFLOW_OS && printf "y" | ./build.sh release
|
||||
cd ../..
|
||||
mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz
|
||||
- uses: actions/github-script@v6
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
with:
|
||||
script: |
|
||||
const upload = require('./build/common/upload-release-assets');
|
||||
const { TAG } = process.env;
|
||||
const globber = await glob.create('out/*.tgz');
|
||||
await upload({ github, context }, await globber.glob(), TAG);
|
||||
|
||||
build-mac:
|
||||
name: build-mac
|
||||
runs-on: macos-14-xlarge
|
||||
if: github.event_name == 'release' || github.event.inputs.platform == 'desktop'
|
||||
|
||||
steps:
|
||||
- name: Decide Git ref
|
||||
id: git_ref
|
||||
run: |
|
||||
REF=${RELEASE_TAG:-${GITHUB_REF}}
|
||||
TAG=${REF##*/}
|
||||
echo "ref=${REF}" >> $GITHUB_OUTPUT
|
||||
echo "tag=${TAG}" >> $GITHUB_OUTPUT
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- uses: ./.github/actions/mac-prereq
|
||||
- name: Run build script
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
run: |
|
||||
cd build/mac && printf "y" | ./build.sh release
|
||||
cd ../..
|
||||
mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz
|
||||
if [ -f out/filament-release-darwin.tgz ]; then mv out/filament-release-darwin.tgz out/filament-${TAG}-mac.tgz; fi;
|
||||
if [ -f out/filament-release-linux.tgz ]; then mv out/filament-release-linux.tgz out/filament-${TAG}-linux.tgz; fi;
|
||||
- uses: actions/github-script@v6
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
@@ -113,8 +84,6 @@ jobs:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- uses: ./.github/actions/web-prereq
|
||||
- name: Run build script
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
@@ -152,7 +121,6 @@ jobs:
|
||||
with:
|
||||
distribution: 'temurin'
|
||||
java-version: '17'
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- name: Run build script
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
@@ -163,9 +131,6 @@ jobs:
|
||||
mv out/filamat-android-release.aar out/filamat-${TAG}-android.aar
|
||||
mv out/gltfio-android-release.aar out/gltfio-${TAG}-android.aar
|
||||
mv out/filament-utils-android-release.aar out/filament-utils-${TAG}-android.aar
|
||||
cd out/android-release/filament
|
||||
tar -czf ../../filament-${TAG}-android-native.tgz .
|
||||
cd ../../..
|
||||
- name: Sign sample-gltf-viewer
|
||||
run: |
|
||||
echo "${APK_KEYSTORE_BASE64}" > filament.jks.base64
|
||||
@@ -187,7 +152,7 @@ jobs:
|
||||
script: |
|
||||
const upload = require('./build/common/upload-release-assets');
|
||||
const { TAG } = process.env;
|
||||
const globber = await glob.create(['out/*.aar', 'out/*.apk', 'out/*.tgz'].join('\n'));
|
||||
const globber = await glob.create(['out/*.aar', 'out/*.apk'].join('\n'));
|
||||
await upload({ github, context }, await globber.glob(), TAG);
|
||||
|
||||
build-ios:
|
||||
@@ -206,7 +171,6 @@ jobs:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
ref: ${{ steps.git_ref.outputs.ref }}
|
||||
- uses: ./.github/actions/mac-prereq
|
||||
- name: Run build script
|
||||
env:
|
||||
TAG: ${{ steps.git_ref.outputs.tag }}
|
||||
@@ -226,7 +190,7 @@ jobs:
|
||||
|
||||
build-windows:
|
||||
name: build-windows
|
||||
runs-on: windows-2022-32core
|
||||
runs-on: windows-2019-32core
|
||||
if: github.event_name == 'release' || github.event.inputs.platform == 'windows'
|
||||
|
||||
steps:
|
||||
|
||||
4
.github/workflows/web-continuous.yml
vendored
@@ -14,10 +14,6 @@ jobs:
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: ./.github/actions/linux-prereq
|
||||
- uses: ./.github/actions/web-prereq
|
||||
- name: Run build script
|
||||
run: |
|
||||
cd build/web && printf "y" | ./build.sh continuous
|
||||
|
||||
2
.github/workflows/windows-continuous.yml
vendored
@@ -10,7 +10,7 @@ on:
|
||||
jobs:
|
||||
build-windows:
|
||||
name: build-windows
|
||||
runs-on: windows-2022-32core
|
||||
runs-on: windows-2019-32core
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.1.6
|
||||
|
||||
15
.gitignore
vendored
@@ -18,3 +18,18 @@ test*.json
|
||||
results
|
||||
/compile_commands.json
|
||||
/.cache
|
||||
build/.cmake/
|
||||
build/CMakeCache.txt
|
||||
build/CMakeFiles/
|
||||
build/Makefile
|
||||
build/SPIRV-Tools*
|
||||
build/cmake_install.cmake
|
||||
build/compile_commands.json
|
||||
build/filament/
|
||||
build/include/
|
||||
build/libs/
|
||||
build/mac/ninja
|
||||
build/samples/
|
||||
build/shaders/
|
||||
build/third_party/
|
||||
build/tools/
|
||||
|
||||
@@ -97,10 +97,6 @@ Make sure you've installed the following dependencies:
|
||||
- `libxcomposite-dev` (`libXcomposite-devel` on Fedora)
|
||||
- `libxxf86vm-dev` (`libXxf86vm-devel` on Fedora)
|
||||
|
||||
```shell
|
||||
sudo apt install clang-14 libglu1-mesa-dev libc++-14-dev libc++abi-14-dev ninja-build libxi-dev libxcomposite-dev libxxf86vm-dev -y
|
||||
```
|
||||
|
||||
After dependencies have been installed, we highly recommend using the [easy build](#easy-build)
|
||||
script.
|
||||
|
||||
@@ -367,8 +363,6 @@ python ./emsdk.py activate latest
|
||||
source ./emsdk_env.sh
|
||||
```
|
||||
|
||||
Alternatively, you can try running the script `build/common/get-emscripten.sh`.
|
||||
|
||||
After this you can invoke the [easy build](#easy-build) script as follows:
|
||||
|
||||
```shell
|
||||
|
||||
@@ -49,12 +49,6 @@ option(FILAMENT_SUPPORTS_OSMESA "Enable OSMesa (headless GL context) for Filamen
|
||||
|
||||
option(FILAMENT_ENABLE_FGVIEWER "Enable the frame graph viewer" OFF)
|
||||
|
||||
option(FILAMENT_USE_ABSEIL_LOGGING "Use Abseil to log, may increase binary size" OFF)
|
||||
|
||||
# This is to disable GTAO for the short-term while we investigate a way to better manage size increases.
|
||||
# On the regular filament build (where size is of less concern), we enable GTAO by default.
|
||||
option(FILAMENT_DISABLE_GTAO "Disable GTAO" OFF)
|
||||
|
||||
set(FILAMENT_NDK_VERSION "" CACHE STRING
|
||||
"Android NDK version or version prefix to be used when building for Android."
|
||||
)
|
||||
@@ -593,10 +587,6 @@ if (CMAKE_BUILD_TYPE STREQUAL "Debug" AND NOT FILAMENT_BACKEND_DEBUG_FLAG STREQU
|
||||
unset(FILAMENT_BACKEND_DEBUG_FLAG)
|
||||
endif()
|
||||
|
||||
if (FILAMENT_USE_ABSEIL_LOGGING)
|
||||
add_definitions(-DFILAMENT_USE_ABSEIL_LOGGING)
|
||||
endif()
|
||||
|
||||
# ==================================================================================================
|
||||
# Material compilation flags
|
||||
# ==================================================================================================
|
||||
@@ -786,7 +776,6 @@ add_subdirectory(${LIBRARIES}/filabridge)
|
||||
add_subdirectory(${LIBRARIES}/filaflat)
|
||||
add_subdirectory(${LIBRARIES}/filagui)
|
||||
add_subdirectory(${LIBRARIES}/filameshio)
|
||||
add_subdirectory(${LIBRARIES}/generatePrefilterMipmap)
|
||||
add_subdirectory(${LIBRARIES}/gltfio)
|
||||
add_subdirectory(${LIBRARIES}/ibl)
|
||||
add_subdirectory(${LIBRARIES}/iblprefilter)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
# Filament Release Notes log
|
||||
|
||||
**If you are merging a PR into main**: please add the release note below, under the *Release notes
|
||||
We are chaning the way Vulkan buffers are handled. We need to switch over to a managed (or view-based) model where the data stored inside the object is a proxy to a Vulkan object that can dynamically be swapped around.
|
||||
for next branch cut* header.
|
||||
|
||||
**If you are cherry-picking a commit into an rc/ branch**: add the release note under the
|
||||
appropriate header in [RELEASE_NOTES.md](./RELEASE_NOTES.md).
|
||||
|
||||
@@ -31,7 +31,7 @@ repositories {
|
||||
}
|
||||
|
||||
dependencies {
|
||||
implementation 'com.google.android.filament:filament-android:1.62.2'
|
||||
implementation 'com.google.android.filament:filament-android:1.59.3'
|
||||
}
|
||||
```
|
||||
|
||||
@@ -51,7 +51,7 @@ Here are all the libraries available in the group `com.google.android.filament`:
|
||||
iOS projects can use CocoaPods to install the latest release:
|
||||
|
||||
```shell
|
||||
pod 'Filament', '~> 1.62.2'
|
||||
pod 'Filament', '~> 1.59.3'
|
||||
```
|
||||
|
||||
## Documentation
|
||||
|
||||
@@ -7,46 +7,6 @@ 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).
|
||||
|
||||
## v1.62.2
|
||||
|
||||
- Metal: fix, respect alpha to coverage rasterization
|
||||
- engine: removed `Texture::generatePrefilterMipmap`, a new `libfilament-generatePrefilterMipmap` library can be used in its stead [⚠️ **API BREAKAGE**]
|
||||
|
||||
## v1.62.1
|
||||
|
||||
- Add new shader define `VARIANT_DEPTH`, defined when a material is compiled for depth variants
|
||||
(e.g., shadows) [**Requires recompiling materials**]
|
||||
|
||||
## v1.62.0
|
||||
|
||||
- Add new `unfilterable` field to Filament Material's `sampler` [⚠️ **New Material Version**]
|
||||
|
||||
## v1.61.2
|
||||
|
||||
- samples: samples now have a CLI to select backend api
|
||||
|
||||
## v1.61.1
|
||||
|
||||
|
||||
## v1.61.0
|
||||
|
||||
- materials: sampler now export their type in the material binary [⚠️ **New Material Version**]
|
||||
- samples/texturedquad.cpp now has CLI to select backend api
|
||||
- samples/hellopbr.cpp CLI now allows for selecting webgpu
|
||||
|
||||
## v1.60.1
|
||||
|
||||
|
||||
## v1.60.0
|
||||
|
||||
- materials: remove dependence on per-view descset layout from filamat. [⚠️ **New Material Version**]
|
||||
- matc non-functional change: Update GLSL postprocessor to
|
||||
isolate calls to SPVRemap from calls to SPIRV-Cross.
|
||||
|
||||
|
||||
## v1.59.5
|
||||
|
||||
|
||||
## v1.59.4
|
||||
|
||||
|
||||
|
||||
@@ -13,10 +13,6 @@ add_library(filament STATIC IMPORTED)
|
||||
set_target_properties(filament PROPERTIES IMPORTED_LOCATION
|
||||
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilament.a)
|
||||
|
||||
add_library(filament-generatePrefilterMipmap STATIC IMPORTED)
|
||||
set_target_properties(filament-generatePrefilterMipmap PROPERTIES IMPORTED_LOCATION
|
||||
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libfilament-generatePrefilterMipmap.a)
|
||||
|
||||
add_library(backend STATIC IMPORTED)
|
||||
set_target_properties(backend PROPERTIES IMPORTED_LOCATION
|
||||
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libbackend.a)
|
||||
@@ -63,10 +59,6 @@ add_library(smol-v STATIC IMPORTED)
|
||||
set_target_properties(smol-v PROPERTIES IMPORTED_LOCATION
|
||||
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libsmol-v.a)
|
||||
|
||||
add_library(abseil STATIC IMPORTED)
|
||||
set_target_properties(abseil PROPERTIES IMPORTED_LOCATION
|
||||
${FILAMENT_DIR}/lib/${ANDROID_ABI}/libabseil.a)
|
||||
|
||||
if (FILAMENT_ENABLE_FGVIEWER)
|
||||
add_library(fgviewer STATIC IMPORTED)
|
||||
set_target_properties(fgviewer PROPERTIES IMPORTED_LOCATION
|
||||
@@ -124,7 +116,6 @@ add_library(filament-jni SHARED
|
||||
|
||||
# Ordering is significant in the following list. The PRIVATE qualifier prevents transitive deps.
|
||||
target_link_libraries(filament-jni
|
||||
PRIVATE filament-generatePrefilterMipmap
|
||||
PRIVATE filament
|
||||
PRIVATE backend
|
||||
PRIVATE filaflat
|
||||
@@ -137,7 +128,6 @@ target_link_libraries(filament-jni
|
||||
PRIVATE jnigraphics
|
||||
PRIVATE utils
|
||||
PRIVATE perfetto
|
||||
PRIVATE abseil
|
||||
|
||||
# libgeometry is PUBLIC because gltfio uses it.
|
||||
PUBLIC geometry
|
||||
|
||||
@@ -556,8 +556,7 @@ extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBu
|
||||
jlong resourceAllocatorCacheSizeMB, jlong resourceAllocatorCacheMaxAge,
|
||||
jboolean disableHandleUseAfterFreeCheck,
|
||||
jint preferredShaderLanguage,
|
||||
jboolean forceGLES2Context, jboolean assertNativeWindowIsValid,
|
||||
jint gpuContextPriority) {
|
||||
jboolean forceGLES2Context, jboolean assertNativeWindowIsValid) {
|
||||
Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
|
||||
Engine::Config config = {
|
||||
.commandBufferSizeMB = (uint32_t) commandBufferSizeMB,
|
||||
@@ -575,7 +574,6 @@ extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBu
|
||||
.preferredShaderLanguage = (Engine::Config::ShaderLanguage) preferredShaderLanguage,
|
||||
.forceGLES2Context = (bool) forceGLES2Context,
|
||||
.assertNativeWindowIsValid = (bool) assertNativeWindowIsValid,
|
||||
.gpuContextPriority = (Engine::GpuContextPriority) gpuContextPriority,
|
||||
};
|
||||
builder->config(&config);
|
||||
}
|
||||
|
||||
@@ -23,20 +23,16 @@
|
||||
#include <android/bitmap.h>
|
||||
#endif
|
||||
|
||||
#include <backend/BufferDescriptor.h>
|
||||
#include <filament/Engine.h>
|
||||
#include <filament/Stream.h>
|
||||
#include <filament/Texture.h>
|
||||
|
||||
#include <filament-generatePrefilterMipmap/generatePrefilterMipmap.h>
|
||||
|
||||
#include <backend/BufferDescriptor.h>
|
||||
|
||||
#include "common/CallbackUtils.h"
|
||||
#include "common/NioUtils.h"
|
||||
|
||||
#include "private/backend/VirtualMachineEnv.h"
|
||||
|
||||
|
||||
using namespace filament;
|
||||
using namespace backend;
|
||||
|
||||
@@ -425,7 +421,7 @@ Java_com_google_android_filament_Texture_nGeneratePrefilterMipmap(JNIEnv *env, j
|
||||
Engine *engine = (Engine *) nativeEngine;
|
||||
|
||||
jint *faceOffsetsInBytes = env->GetIntArrayElements(faceOffsetsInBytes_, nullptr);
|
||||
filament::FaceOffsets faceOffsets;
|
||||
Texture::FaceOffsets faceOffsets;
|
||||
std::copy_n(faceOffsetsInBytes, 6, faceOffsets.offsets);
|
||||
env->ReleaseIntArrayElements(faceOffsetsInBytes_, faceOffsetsInBytes, JNI_ABORT);
|
||||
|
||||
@@ -448,11 +444,10 @@ Java_com_google_android_filament_Texture_nGeneratePrefilterMipmap(JNIEnv *env, j
|
||||
(uint32_t) left, (uint32_t) top, (uint32_t) stride,
|
||||
callback->getHandler(), &JniBufferCallback::postToJavaAndDestroy, callback);
|
||||
|
||||
filament::PrefilterOptions options;
|
||||
Texture::PrefilterOptions options;
|
||||
options.sampleCount = sampleCount;
|
||||
options.mirror = mirror;
|
||||
|
||||
filament::generatePrefilterMipmap(texture, *engine, std::move(desc), faceOffsets, &options);
|
||||
texture->generatePrefilterMipmap(*engine, std::move(desc), faceOffsets, &options);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -175,36 +175,6 @@ public class Engine {
|
||||
MULTIVIEW,
|
||||
};
|
||||
|
||||
/**
|
||||
* This controls the priority level for GPU work scheduling, which helps prioritize the
|
||||
* submitted GPU work and enables preemption.
|
||||
*/
|
||||
public enum GpuContextPriority {
|
||||
/**
|
||||
* Backend default GPU context priority (typically MEDIUM)
|
||||
*/
|
||||
DEFAULT,
|
||||
/**
|
||||
* For non-interactive, deferrable workloads. This should not interfere with standard
|
||||
* applications.
|
||||
*/
|
||||
LOW,
|
||||
/**
|
||||
* The default priority level for standard applications.
|
||||
*/
|
||||
MEDIUM,
|
||||
/**
|
||||
* For high-priority, latency-sensitive workloads that are more important than standard
|
||||
* applications.
|
||||
*/
|
||||
HIGH,
|
||||
/**
|
||||
* The highest priority, intended for system-critical, real-time applications where missing
|
||||
* deadlines is unacceptable (e.g., VR/AR compositors or other system-critical tasks).
|
||||
*/
|
||||
REALTIME,
|
||||
};
|
||||
|
||||
/**
|
||||
* Constructs <code>Engine</code> objects using a builder pattern.
|
||||
*/
|
||||
@@ -263,8 +233,7 @@ public class Engine {
|
||||
config.resourceAllocatorCacheSizeMB, config.resourceAllocatorCacheMaxAge,
|
||||
config.disableHandleUseAfterFreeCheck,
|
||||
config.preferredShaderLanguage.ordinal(),
|
||||
config.forceGLES2Context, config.assertNativeWindowIsValid,
|
||||
config.gpuContextPriority.ordinal());
|
||||
config.forceGLES2Context, config.assertNativeWindowIsValid);
|
||||
return this;
|
||||
}
|
||||
|
||||
@@ -520,11 +489,6 @@ public class Engine {
|
||||
* @Deprecated use "backend.opengl.assert_native_window_is_valid" feature flag instead
|
||||
*/
|
||||
public boolean assertNativeWindowIsValid = false;
|
||||
|
||||
/**
|
||||
* GPU context priority level. Controls GPU work scheduling and preemption.
|
||||
*/
|
||||
public GpuContextPriority gpuContextPriority = GpuContextPriority.DEFAULT;
|
||||
}
|
||||
|
||||
private Engine(long nativeEngine, Config config) {
|
||||
@@ -1528,8 +1492,7 @@ public class Engine {
|
||||
long resourceAllocatorCacheSizeMB, long resourceAllocatorCacheMaxAge,
|
||||
boolean disableHandleUseAfterFreeCheck,
|
||||
int preferredShaderLanguage,
|
||||
boolean forceGLES2Context, boolean assertNativeWindowIsValid,
|
||||
int gpuContextPriority);
|
||||
boolean forceGLES2Context, boolean assertNativeWindowIsValid);
|
||||
private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
|
||||
private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
|
||||
private static native void nSetBuilderPaused(long nativeBuilder, boolean paused);
|
||||
|
||||
@@ -1390,8 +1390,8 @@ public class View {
|
||||
*
|
||||
* \note
|
||||
* Dynamic resolution is only supported on platforms where the time to render
|
||||
* a frame can be measured accurately. On platform where this is not supported,
|
||||
* Dynamic Resolution can't be enabled unless minScale == maxScale.
|
||||
* a frame can be measured accurately. Dynamic resolution is currently only
|
||||
* supported on Android.
|
||||
*
|
||||
* @see Renderer::FrameRateOptions
|
||||
*
|
||||
@@ -1801,22 +1801,6 @@ public class View {
|
||||
* @see setAmbientOcclusionOptions()
|
||||
*/
|
||||
public static class AmbientOcclusionOptions {
|
||||
public enum AmbientOcclusionType {
|
||||
/**
|
||||
* use Scalable Ambient Occlusion
|
||||
*/
|
||||
SAO,
|
||||
/**
|
||||
* use Ground Truth-Based Ambient Occlusion
|
||||
*/
|
||||
GTAO,
|
||||
}
|
||||
|
||||
/**
|
||||
* Type of ambient occlusion algorithm.
|
||||
*/
|
||||
@NonNull
|
||||
public AmbientOcclusionOptions.AmbientOcclusionType aoType = AmbientOcclusionOptions.AmbientOcclusionType.SAO;
|
||||
/**
|
||||
* Ambient Occlusion radius in meters, between 0 and ~10.
|
||||
*/
|
||||
@@ -1826,8 +1810,7 @@ public class View {
|
||||
*/
|
||||
public float power = 1.0f;
|
||||
/**
|
||||
* Self-occlusion bias in meters. Use to avoid self-occlusion.
|
||||
* Between 0 and a few mm. No effect when aoType set to GTAO
|
||||
* Self-occlusion bias in meters. Use to avoid self-occlusion. Between 0 and a few mm.
|
||||
*/
|
||||
public float bias = 0.0005f;
|
||||
/**
|
||||
@@ -1843,12 +1826,12 @@ public class View {
|
||||
*/
|
||||
public float bilateralThreshold = 0.05f;
|
||||
/**
|
||||
* affects # of samples used for AO and params for filtering
|
||||
* affects # of samples used for AO.
|
||||
*/
|
||||
@NonNull
|
||||
public QualityLevel quality = QualityLevel.LOW;
|
||||
/**
|
||||
* affects AO smoothness. Recommend setting to HIGH when aoType set to GTAO.
|
||||
* affects AO smoothness
|
||||
*/
|
||||
@NonNull
|
||||
public QualityLevel lowPassFilter = QualityLevel.MEDIUM;
|
||||
@@ -1866,7 +1849,7 @@ public class View {
|
||||
*/
|
||||
public boolean bentNormals = false;
|
||||
/**
|
||||
* min angle in radian to consider. No effect when aoType set to GTAO.
|
||||
* min angle in radian to consider
|
||||
*/
|
||||
public float minHorizonAngleRad = 0.0f;
|
||||
/**
|
||||
@@ -1921,19 +1904,6 @@ public class View {
|
||||
*/
|
||||
public boolean ssctEnabled = false;
|
||||
|
||||
/**
|
||||
* Ground Truth-base Ambient Occlusion (GTAO) options
|
||||
*/
|
||||
public int gtaoSampleSliceCount = 4;
|
||||
/**
|
||||
* Ground Truth-base Ambient Occlusion (GTAO) options
|
||||
*/
|
||||
public int gtaoSampleStepsPerSlice = 3;
|
||||
/**
|
||||
* Ground Truth-base Ambient Occlusion (GTAO) options
|
||||
*/
|
||||
public float gtaoThicknessHeuristic = 0.004f;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -2010,7 +1980,7 @@ public class View {
|
||||
}
|
||||
|
||||
/**
|
||||
* reconstruction filter width typically between 1 (sharper) and 2 (smoother)
|
||||
* reconstruction filter width typically between 0.2 (sharper, aliased) and 1.5 (smoother)
|
||||
*/
|
||||
public float filterWidth = 1.0f;
|
||||
/**
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
GROUP=com.google.android.filament
|
||||
VERSION_NAME=1.62.2
|
||||
VERSION_NAME=1.59.3
|
||||
|
||||
POM_DESCRIPTION=Real-time physically based rendering engine for Android.
|
||||
|
||||
|
||||
BIN
android/gradle/wrapper/gradle-wrapper.jar
vendored
@@ -1,7 +1,6 @@
|
||||
#Wed Nov 17 10:40:18 PST 2021
|
||||
distributionBase=GRADLE_USER_HOME
|
||||
distributionPath=wrapper/dists
|
||||
distributionUrl=https\://services.gradle.org/distributions/gradle-8.8-bin.zip
|
||||
networkTimeout=10000
|
||||
validateDistributionUrl=true
|
||||
zipStoreBase=GRADLE_USER_HOME
|
||||
zipStorePath=wrapper/dists
|
||||
|
||||
282
android/gradlew
vendored
@@ -1,7 +1,7 @@
|
||||
#!/bin/sh
|
||||
#!/usr/bin/env sh
|
||||
|
||||
#
|
||||
# Copyright © 2015-2021 the original authors.
|
||||
# Copyright 2015 the original author or authors.
|
||||
#
|
||||
# Licensed under the Apache License, Version 2.0 (the "License");
|
||||
# you may not use this file except in compliance with the License.
|
||||
@@ -17,99 +17,67 @@
|
||||
#
|
||||
|
||||
##############################################################################
|
||||
#
|
||||
# Gradle start up script for POSIX generated by Gradle.
|
||||
#
|
||||
# Important for running:
|
||||
#
|
||||
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
|
||||
# noncompliant, but you have some other compliant shell such as ksh or
|
||||
# bash, then to run this script, type that shell name before the whole
|
||||
# command line, like:
|
||||
#
|
||||
# ksh Gradle
|
||||
#
|
||||
# Busybox and similar reduced shells will NOT work, because this script
|
||||
# requires all of these POSIX shell features:
|
||||
# * functions;
|
||||
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
|
||||
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
|
||||
# * compound commands having a testable exit status, especially «case»;
|
||||
# * various built-in commands including «command», «set», and «ulimit».
|
||||
#
|
||||
# Important for patching:
|
||||
#
|
||||
# (2) This script targets any POSIX shell, so it avoids extensions provided
|
||||
# by Bash, Ksh, etc; in particular arrays are avoided.
|
||||
#
|
||||
# The "traditional" practice of packing multiple parameters into a
|
||||
# space-separated string is a well documented source of bugs and security
|
||||
# problems, so this is (mostly) avoided, by progressively accumulating
|
||||
# options in "$@", and eventually passing that to Java.
|
||||
#
|
||||
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
|
||||
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
|
||||
# see the in-line comments for details.
|
||||
#
|
||||
# There are tweaks for specific operating systems such as AIX, CygWin,
|
||||
# Darwin, MinGW, and NonStop.
|
||||
#
|
||||
# (3) This script is generated from the Groovy template
|
||||
# https://github.com/gradle/gradle/blob/HEAD/platforms/jvm/plugins-application/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
|
||||
# within the Gradle project.
|
||||
#
|
||||
# You can find Gradle at https://github.com/gradle/gradle/.
|
||||
#
|
||||
##
|
||||
## Gradle start up script for UN*X
|
||||
##
|
||||
##############################################################################
|
||||
|
||||
# Attempt to set APP_HOME
|
||||
|
||||
# Resolve links: $0 may be a link
|
||||
app_path=$0
|
||||
|
||||
# Need this for daisy-chained symlinks.
|
||||
while
|
||||
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
|
||||
[ -h "$app_path" ]
|
||||
do
|
||||
ls=$( ls -ld "$app_path" )
|
||||
link=${ls#*' -> '}
|
||||
case $link in #(
|
||||
/*) app_path=$link ;; #(
|
||||
*) app_path=$APP_HOME$link ;;
|
||||
esac
|
||||
PRG="$0"
|
||||
# Need this for relative symlinks.
|
||||
while [ -h "$PRG" ] ; do
|
||||
ls=`ls -ld "$PRG"`
|
||||
link=`expr "$ls" : '.*-> \(.*\)$'`
|
||||
if expr "$link" : '/.*' > /dev/null; then
|
||||
PRG="$link"
|
||||
else
|
||||
PRG=`dirname "$PRG"`"/$link"
|
||||
fi
|
||||
done
|
||||
SAVED="`pwd`"
|
||||
cd "`dirname \"$PRG\"`/" >/dev/null
|
||||
APP_HOME="`pwd -P`"
|
||||
cd "$SAVED" >/dev/null
|
||||
|
||||
# This is normally unused
|
||||
# shellcheck disable=SC2034
|
||||
APP_BASE_NAME=${0##*/}
|
||||
# Discard cd standard output in case $CDPATH is set (https://github.com/gradle/gradle/issues/25036)
|
||||
APP_HOME=$( cd "${APP_HOME:-./}" > /dev/null && pwd -P ) || exit
|
||||
APP_NAME="Gradle"
|
||||
APP_BASE_NAME=`basename "$0"`
|
||||
|
||||
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
|
||||
|
||||
# Use the maximum available, or set MAX_FD != -1 to use that value.
|
||||
MAX_FD=maximum
|
||||
MAX_FD="maximum"
|
||||
|
||||
warn () {
|
||||
echo "$*"
|
||||
} >&2
|
||||
}
|
||||
|
||||
die () {
|
||||
echo
|
||||
echo "$*"
|
||||
echo
|
||||
exit 1
|
||||
} >&2
|
||||
}
|
||||
|
||||
# OS specific support (must be 'true' or 'false').
|
||||
cygwin=false
|
||||
msys=false
|
||||
darwin=false
|
||||
nonstop=false
|
||||
case "$( uname )" in #(
|
||||
CYGWIN* ) cygwin=true ;; #(
|
||||
Darwin* ) darwin=true ;; #(
|
||||
MSYS* | MINGW* ) msys=true ;; #(
|
||||
NONSTOP* ) nonstop=true ;;
|
||||
case "`uname`" in
|
||||
CYGWIN* )
|
||||
cygwin=true
|
||||
;;
|
||||
Darwin* )
|
||||
darwin=true
|
||||
;;
|
||||
MINGW* )
|
||||
msys=true
|
||||
;;
|
||||
NONSTOP* )
|
||||
nonstop=true
|
||||
;;
|
||||
esac
|
||||
|
||||
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
|
||||
@@ -119,9 +87,9 @@ CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
|
||||
if [ -n "$JAVA_HOME" ] ; then
|
||||
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
|
||||
# IBM's JDK on AIX uses strange locations for the executables
|
||||
JAVACMD=$JAVA_HOME/jre/sh/java
|
||||
JAVACMD="$JAVA_HOME/jre/sh/java"
|
||||
else
|
||||
JAVACMD=$JAVA_HOME/bin/java
|
||||
JAVACMD="$JAVA_HOME/bin/java"
|
||||
fi
|
||||
if [ ! -x "$JAVACMD" ] ; then
|
||||
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
|
||||
@@ -130,120 +98,88 @@ Please set the JAVA_HOME variable in your environment to match the
|
||||
location of your Java installation."
|
||||
fi
|
||||
else
|
||||
JAVACMD=java
|
||||
if ! command -v java >/dev/null 2>&1
|
||||
then
|
||||
die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||
JAVACMD="java"
|
||||
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||
|
||||
Please set the JAVA_HOME variable in your environment to match the
|
||||
location of your Java installation."
|
||||
fi
|
||||
fi
|
||||
|
||||
# Increase the maximum file descriptors if we can.
|
||||
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
|
||||
case $MAX_FD in #(
|
||||
max*)
|
||||
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
|
||||
# shellcheck disable=SC2039,SC3045
|
||||
MAX_FD=$( ulimit -H -n ) ||
|
||||
warn "Could not query maximum file descriptor limit"
|
||||
esac
|
||||
case $MAX_FD in #(
|
||||
'' | soft) :;; #(
|
||||
*)
|
||||
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
|
||||
# shellcheck disable=SC2039,SC3045
|
||||
ulimit -n "$MAX_FD" ||
|
||||
warn "Could not set maximum file descriptor limit to $MAX_FD"
|
||||
esac
|
||||
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
|
||||
MAX_FD_LIMIT=`ulimit -H -n`
|
||||
if [ $? -eq 0 ] ; then
|
||||
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
|
||||
MAX_FD="$MAX_FD_LIMIT"
|
||||
fi
|
||||
ulimit -n $MAX_FD
|
||||
if [ $? -ne 0 ] ; then
|
||||
warn "Could not set maximum file descriptor limit: $MAX_FD"
|
||||
fi
|
||||
else
|
||||
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
|
||||
fi
|
||||
fi
|
||||
|
||||
# Collect all arguments for the java command, stacking in reverse order:
|
||||
# * args from the command line
|
||||
# * the main class name
|
||||
# * -classpath
|
||||
# * -D...appname settings
|
||||
# * --module-path (only if needed)
|
||||
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
|
||||
# For Darwin, add options to specify how the application appears in the dock
|
||||
if $darwin; then
|
||||
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
|
||||
fi
|
||||
|
||||
# For Cygwin or MSYS, switch paths to Windows format before running java
|
||||
if "$cygwin" || "$msys" ; then
|
||||
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
|
||||
CLASSPATH=$( cygpath --path --mixed "$CLASSPATH" )
|
||||
if [ "$cygwin" = "true" -o "$msys" = "true" ] ; then
|
||||
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
|
||||
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
|
||||
|
||||
JAVACMD=$( cygpath --unix "$JAVACMD" )
|
||||
JAVACMD=`cygpath --unix "$JAVACMD"`
|
||||
|
||||
# Now convert the arguments - kludge to limit ourselves to /bin/sh
|
||||
for arg do
|
||||
if
|
||||
case $arg in #(
|
||||
-*) false ;; # don't mess with options #(
|
||||
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
|
||||
[ -e "$t" ] ;; #(
|
||||
*) false ;;
|
||||
esac
|
||||
then
|
||||
arg=$( cygpath --path --ignore --mixed "$arg" )
|
||||
fi
|
||||
# Roll the args list around exactly as many times as the number of
|
||||
# args, so each arg winds up back in the position where it started, but
|
||||
# possibly modified.
|
||||
#
|
||||
# NB: a `for` loop captures its iteration list before it begins, so
|
||||
# changing the positional parameters here affects neither the number of
|
||||
# iterations, nor the values presented in `arg`.
|
||||
shift # remove old arg
|
||||
set -- "$@" "$arg" # push replacement arg
|
||||
# We build the pattern for arguments to be converted via cygpath
|
||||
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
|
||||
SEP=""
|
||||
for dir in $ROOTDIRSRAW ; do
|
||||
ROOTDIRS="$ROOTDIRS$SEP$dir"
|
||||
SEP="|"
|
||||
done
|
||||
OURCYGPATTERN="(^($ROOTDIRS))"
|
||||
# Add a user-defined pattern to the cygpath arguments
|
||||
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
|
||||
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
|
||||
fi
|
||||
# Now convert the arguments - kludge to limit ourselves to /bin/sh
|
||||
i=0
|
||||
for arg in "$@" ; do
|
||||
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
|
||||
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
|
||||
|
||||
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
|
||||
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
|
||||
else
|
||||
eval `echo args$i`="\"$arg\""
|
||||
fi
|
||||
i=`expr $i + 1`
|
||||
done
|
||||
case $i in
|
||||
0) set -- ;;
|
||||
1) set -- "$args0" ;;
|
||||
2) set -- "$args0" "$args1" ;;
|
||||
3) set -- "$args0" "$args1" "$args2" ;;
|
||||
4) set -- "$args0" "$args1" "$args2" "$args3" ;;
|
||||
5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
|
||||
6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
|
||||
7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
|
||||
8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
|
||||
9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
|
||||
esac
|
||||
fi
|
||||
|
||||
# Escape application args
|
||||
save () {
|
||||
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
|
||||
echo " "
|
||||
}
|
||||
APP_ARGS=`save "$@"`
|
||||
|
||||
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
|
||||
|
||||
# Collect all arguments for the java command:
|
||||
# * DEFAULT_JVM_OPTS, JAVA_OPTS, JAVA_OPTS, and optsEnvironmentVar are not allowed to contain shell fragments,
|
||||
# and any embedded shellness will be escaped.
|
||||
# * For example: A user cannot expect ${Hostname} to be expanded, as it is an environment variable and will be
|
||||
# treated as '${Hostname}' itself on the command line.
|
||||
|
||||
set -- \
|
||||
"-Dorg.gradle.appname=$APP_BASE_NAME" \
|
||||
-classpath "$CLASSPATH" \
|
||||
org.gradle.wrapper.GradleWrapperMain \
|
||||
"$@"
|
||||
|
||||
# Stop when "xargs" is not available.
|
||||
if ! command -v xargs >/dev/null 2>&1
|
||||
then
|
||||
die "xargs is not available"
|
||||
fi
|
||||
|
||||
# Use "xargs" to parse quoted args.
|
||||
#
|
||||
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
|
||||
#
|
||||
# In Bash we could simply go:
|
||||
#
|
||||
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
|
||||
# set -- "${ARGS[@]}" "$@"
|
||||
#
|
||||
# but POSIX shell has neither arrays nor command substitution, so instead we
|
||||
# post-process each arg (as a line of input to sed) to backslash-escape any
|
||||
# character that might be a shell metacharacter, then use eval to reverse
|
||||
# that process (while maintaining the separation between arguments), and wrap
|
||||
# the whole thing up as a single "set" statement.
|
||||
#
|
||||
# This will of course break if any of these variables contains a newline or
|
||||
# an unmatched quote.
|
||||
#
|
||||
|
||||
eval "set -- $(
|
||||
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
|
||||
xargs -n1 |
|
||||
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
|
||||
tr '\n' ' '
|
||||
)" '"$@"'
|
||||
# Collect all arguments for the java command, following the shell quoting and substitution rules
|
||||
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
|
||||
|
||||
exec "$JAVACMD" "$@"
|
||||
|
||||
35
android/gradlew.bat
vendored
@@ -14,7 +14,7 @@
|
||||
@rem limitations under the License.
|
||||
@rem
|
||||
|
||||
@if "%DEBUG%"=="" @echo off
|
||||
@if "%DEBUG%" == "" @echo off
|
||||
@rem ##########################################################################
|
||||
@rem
|
||||
@rem Gradle startup script for Windows
|
||||
@@ -25,8 +25,7 @@
|
||||
if "%OS%"=="Windows_NT" setlocal
|
||||
|
||||
set DIRNAME=%~dp0
|
||||
if "%DIRNAME%"=="" set DIRNAME=.
|
||||
@rem This is normally unused
|
||||
if "%DIRNAME%" == "" set DIRNAME=.
|
||||
set APP_BASE_NAME=%~n0
|
||||
set APP_HOME=%DIRNAME%
|
||||
|
||||
@@ -41,13 +40,13 @@ if defined JAVA_HOME goto findJavaFromJavaHome
|
||||
|
||||
set JAVA_EXE=java.exe
|
||||
%JAVA_EXE% -version >NUL 2>&1
|
||||
if %ERRORLEVEL% equ 0 goto execute
|
||||
if "%ERRORLEVEL%" == "0" goto execute
|
||||
|
||||
echo. 1>&2
|
||||
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 1>&2
|
||||
echo. 1>&2
|
||||
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
|
||||
echo location of your Java installation. 1>&2
|
||||
echo.
|
||||
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||
echo.
|
||||
echo Please set the JAVA_HOME variable in your environment to match the
|
||||
echo location of your Java installation.
|
||||
|
||||
goto fail
|
||||
|
||||
@@ -57,11 +56,11 @@ set JAVA_EXE=%JAVA_HOME%/bin/java.exe
|
||||
|
||||
if exist "%JAVA_EXE%" goto execute
|
||||
|
||||
echo. 1>&2
|
||||
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% 1>&2
|
||||
echo. 1>&2
|
||||
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
|
||||
echo location of your Java installation. 1>&2
|
||||
echo.
|
||||
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
|
||||
echo.
|
||||
echo Please set the JAVA_HOME variable in your environment to match the
|
||||
echo location of your Java installation.
|
||||
|
||||
goto fail
|
||||
|
||||
@@ -76,15 +75,13 @@ set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
|
||||
|
||||
:end
|
||||
@rem End local scope for the variables with windows NT shell
|
||||
if %ERRORLEVEL% equ 0 goto mainEnd
|
||||
if "%ERRORLEVEL%"=="0" goto mainEnd
|
||||
|
||||
:fail
|
||||
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
|
||||
rem the _cmd.exe /c_ return code!
|
||||
set EXIT_CODE=%ERRORLEVEL%
|
||||
if %EXIT_CODE% equ 0 set EXIT_CODE=1
|
||||
if not ""=="%GRADLE_EXIT_CONSOLE%" exit %EXIT_CODE%
|
||||
exit /b %EXIT_CODE%
|
||||
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
|
||||
exit /b 1
|
||||
|
||||
:mainEnd
|
||||
if "%OS%"=="Windows_NT" endlocal
|
||||
|
||||
@@ -18,7 +18,6 @@ package com.google.android.filament.gltf
|
||||
|
||||
import android.annotation.SuppressLint
|
||||
import android.app.Activity
|
||||
import android.content.Intent
|
||||
import android.os.Bundle
|
||||
import android.util.Log
|
||||
import android.view.*
|
||||
@@ -51,7 +50,6 @@ class MainActivity : Activity() {
|
||||
// Load the library for the utility layer, which in turn loads gltfio and the Filament core.
|
||||
init { Utils.init() }
|
||||
private const val TAG = "gltf-viewer"
|
||||
private const val STATIC_MODEL_TAG = "use-static-model"
|
||||
}
|
||||
|
||||
private lateinit var surfaceView: SurfaceView
|
||||
@@ -71,7 +69,6 @@ class MainActivity : Activity() {
|
||||
private var loadStartTime = 0L
|
||||
private var loadStartFence: Fence? = null
|
||||
private val viewerContent = AutomationEngine.ViewerContent()
|
||||
private var useStaticModel = false
|
||||
|
||||
@SuppressLint("ClickableViewAccessibility")
|
||||
override fun onCreate(savedInstanceState: Bundle?) {
|
||||
@@ -86,12 +83,6 @@ class MainActivity : Activity() {
|
||||
doubleTapDetector = GestureDetector(applicationContext, doubleTapListener)
|
||||
singleTapDetector = GestureDetector(applicationContext, singleTapListener)
|
||||
|
||||
val intent: Intent = intent
|
||||
val bundle: Bundle? = intent.extras
|
||||
bundle?.let {
|
||||
useStaticModel = it.getBoolean(STATIC_MODEL_TAG, false)
|
||||
}
|
||||
|
||||
modelViewer = ModelViewer(surfaceView)
|
||||
viewerContent.view = modelViewer.view
|
||||
viewerContent.sunlight = modelViewer.light
|
||||
@@ -150,16 +141,7 @@ class MainActivity : Activity() {
|
||||
}
|
||||
|
||||
private fun createDefaultRenderables() {
|
||||
// Sometimes it's useful to set to the default model to something static. You can enable
|
||||
// the static model by launching the app from adb, as in
|
||||
// `adb shell am start -n com.google.android.filament.gltf/.MainActivity --ez "use-static-model" true`
|
||||
val modelPath = if (useStaticModel) {
|
||||
"models/helmet.glb"
|
||||
} else {
|
||||
"models/scene.gltf"
|
||||
}
|
||||
|
||||
val buffer = assets.open(modelPath).use { input ->
|
||||
val buffer = assets.open("models/scene.gltf").use { input ->
|
||||
val bytes = ByteArray(input.available())
|
||||
input.read(bytes)
|
||||
ByteBuffer.wrap(bytes)
|
||||
|
||||
12
build.sh
@@ -151,7 +151,7 @@ function print_fgviewer_help {
|
||||
}
|
||||
|
||||
# Unless explicitly specified, NDK version will be selected as highest available version within same major release chain
|
||||
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/build/common/versions | grep GITHUB_NDK_VERSION | sed s/GITHUB_NDK_VERSION=//g | cut -f 1 -d ".")}
|
||||
FILAMENT_NDK_VERSION=${FILAMENT_NDK_VERSION:-$(cat `dirname $0`/build/android/ndk.version | cut -f 1 -d ".")}
|
||||
|
||||
# Requirements
|
||||
CMAKE_MAJOR=3
|
||||
@@ -463,6 +463,16 @@ function ensure_android_build {
|
||||
echo "Error: Android NDK side-by-side version ${FILAMENT_NDK_VERSION} or compatible must be installed, exiting"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
local cmake_version=$(cmake --version)
|
||||
if [[ "${cmake_version}" =~ ([0-9]+)\.([0-9]+)\.[0-9]+ ]]; then
|
||||
if [[ "${BASH_REMATCH[1]}" -lt "${CMAKE_MAJOR}" ]] || \
|
||||
[[ "${BASH_REMATCH[2]}" -lt "${CMAKE_MINOR}" ]]; then
|
||||
echo "Error: cmake version ${CMAKE_MAJOR}.${CMAKE_MINOR}+ is required," \
|
||||
"${BASH_REMATCH[1]}.${BASH_REMATCH[2]} installed, exiting"
|
||||
exit 1
|
||||
fi
|
||||
fi
|
||||
}
|
||||
|
||||
function build_android {
|
||||
|
||||
@@ -1,6 +1,28 @@
|
||||
#!/bin/bash
|
||||
|
||||
source `dirname $0`/../common/ci-check.sh
|
||||
# Usage: the first argument selects the build type:
|
||||
# - release, to build release only
|
||||
# - debug, to build debug only
|
||||
# - continuous, to build release and debug
|
||||
# - presubmit, for presubmit builds
|
||||
#
|
||||
# The default is release
|
||||
|
||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
||||
echo "Please refer to BUILDING.md for more information."
|
||||
|
||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
||||
case "${choice}" in
|
||||
y|Y)
|
||||
echo "Build will proceed..."
|
||||
;;
|
||||
n|N)
|
||||
exit 0
|
||||
;;
|
||||
*)
|
||||
exit 0
|
||||
;;
|
||||
esac
|
||||
|
||||
set -e
|
||||
set -x
|
||||
@@ -8,22 +30,30 @@ set -x
|
||||
UNAME=`echo $(uname)`
|
||||
LC_UNAME=`echo $UNAME | tr '[:upper:]' '[:lower:]'`
|
||||
|
||||
FILAMENT_ANDROID_CI_BUILD=true
|
||||
|
||||
# build-common.sh will generate the following variables:
|
||||
# $GENERATE_ARCHIVES
|
||||
# $BUILD_DEBUG
|
||||
# $BUILD_RELEASE
|
||||
source `dirname $0`/../common/ci-common.sh
|
||||
if [[ "$LC_UNAME" == "linux" ]]; then
|
||||
source `dirname $0`/../linux/ci-common.sh
|
||||
elif [[ "$LC_UNAME" == "darwin" ]]; then
|
||||
source `dirname $0`/../mac/ci-common.sh
|
||||
fi
|
||||
source `dirname $0`/../common/build-common.sh
|
||||
|
||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||
java_version=$(java -version 2>&1 | head -1 | cut -d'"' -f2 | sed '/^1\./s///' | cut -d'.' -f1)
|
||||
if [[ "$java_version" < 17 ]]; then
|
||||
echo "Android builds require Java 17, found version ${java_version} instead"
|
||||
exit 1
|
||||
exit 0
|
||||
fi
|
||||
fi
|
||||
|
||||
# Unless explicitly specified, NDK version will be set to match exactly the required one
|
||||
FILAMENT_NDK_VERSION=${GITHUB_NDK_VERSION:-27.0.11718014}
|
||||
|
||||
(! grep "${FILAMENT_NDK_VERSION}" `dirname $0`/../../android/build.gradle > /dev/null) &&
|
||||
echo "Mismatch of NDK versions: want ${FILAMENT_NDK_VERSION} and not found in android/build.gradle" &&
|
||||
exit 1
|
||||
FILAMENT_NDK_VERSION=${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
|
||||
|
||||
1
build/android/ndk.version
Normal file
@@ -0,0 +1 @@
|
||||
27.0.11718014
|
||||
@@ -1,20 +1,5 @@
|
||||
#!/bin/bash
|
||||
|
||||
# build-common.sh will generate the following variables:
|
||||
# $GENERATE_ARCHIVES
|
||||
# $BUILD_DEBUG
|
||||
# $BUILD_RELEASE
|
||||
|
||||
# Typically a build script (build.sh) would source this script. For example,
|
||||
# source `dirname $0`/../common/build-common.sh
|
||||
|
||||
# Usage: the first argument selects the build type:
|
||||
# - release, to build release only
|
||||
# - debug, to build debug only
|
||||
# - continuous, to build release and debug
|
||||
# - presubmit, for presubmit builds
|
||||
#
|
||||
# The default is release
|
||||
if [[ ! "$TARGET" ]]; then
|
||||
if [[ "$1" ]]; then
|
||||
TARGET=$1
|
||||
|
||||
@@ -56,16 +56,10 @@ popd >/dev/null
|
||||
rm -rf out/check-headers
|
||||
mkdir -p out/check-headers
|
||||
|
||||
TMP_FILE=out/check-headers/temp.cpp
|
||||
echo "Checking that public headers compile independently..."
|
||||
for include in "${includes[@]}"; do
|
||||
rm -f ${TMP_FILE}
|
||||
echo "Checking ${include}"
|
||||
if [[ "${include}" == "utils/Systrace.h" ]]; then
|
||||
# A necessary define before we can include utils/Systrace.h
|
||||
echo "#define SYSTRACE_TAG SYSTRACE_TAG_DISABLED" >> ${TMP_FILE}
|
||||
fi
|
||||
echo "#include <${include}>" >> ${TMP_FILE}
|
||||
clang -std=c++17 -I "${FILAMENT_HEADERS}" ${TMP_FILE} -c -o /dev/null
|
||||
echo "#include <${include}>" >> out/check-headers/temp.cpp
|
||||
clang -std=c++17 -I "${FILAMENT_HEADERS}" out/check-headers/temp.cpp -c -o /dev/null
|
||||
done
|
||||
echo "Done!"
|
||||
@@ -1,19 +0,0 @@
|
||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
||||
echo "Please refer to BUILDING.md for more information."
|
||||
|
||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
||||
case "${choice}" in
|
||||
y|Y)
|
||||
echo "Build will proceed..."
|
||||
;;
|
||||
n|N)
|
||||
exit 0
|
||||
;;
|
||||
*)
|
||||
exit 0
|
||||
;;
|
||||
esac
|
||||
|
||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
|
||||
fi
|
||||
6
build/common/ci-common.sh
Executable file
@@ -0,0 +1,6 @@
|
||||
#!/bin/bash
|
||||
|
||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||
echo "Running workflow $GITHUB_WORKFLOW (event: $GITHUB_EVENT_NAME, action: $GITHUB_ACTION)"
|
||||
CONTINUOUS_INTEGRATION=true
|
||||
fi
|
||||
@@ -1,22 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
if [ -d "./emsdk" ]; then
|
||||
echo "emsdk folder found. Assume emsdk has been installed."
|
||||
cd emsdk
|
||||
./emsdk activate latest
|
||||
source ./emsdk_env.sh
|
||||
export EMSDK="$PWD"
|
||||
cd ..
|
||||
exit 0
|
||||
fi
|
||||
|
||||
# Install emscripten.
|
||||
EMSDK_VERSION=${GITHUB_EMSDK_VERSION-3.1.60}
|
||||
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/${EMSDK_VERSION}.zip > emsdk.zip
|
||||
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
|
||||
./emsdk install latest
|
||||
./emsdk activate latest
|
||||
source ./emsdk_env.sh
|
||||
|
||||
export EMSDK="$PWD"
|
||||
cd ..
|
||||
@@ -1,18 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||
OS_NAME=$(uname -s)
|
||||
NINJA_DL_DIR=/tmp/ninja-dl
|
||||
NINJA_PLATFORM=
|
||||
if [[ "$OS_NAME" == "Linux" ]]; then
|
||||
NINJA_PLATFORM=linux
|
||||
elif [[ "$OS_NAME" == "Darwin" ]]; then
|
||||
NINJA_PLATFORM=mac
|
||||
fi
|
||||
curl -L -o /tmp/ninja-dl.zip https://github.com/ninja-build/ninja/releases/download/v${GITHUB_NINJA_VERSION}/ninja-${NINJA_PLATFORM}.zip
|
||||
mkdir -p $NINJA_DL_DIR
|
||||
unzip -q /tmp/ninja-dl.zip -d $NINJA_DL_DIR
|
||||
chmod +x ${NINJA_DL_DIR}/ninja
|
||||
# Install ninja globally for AGP
|
||||
sudo cp ${NINJA_DL_DIR}/ninja /usr/local/bin/
|
||||
fi
|
||||
13
build/common/upload-release-assets/package-lock.json
generated
@@ -204,10 +204,9 @@
|
||||
"license": "Apache-2.0"
|
||||
},
|
||||
"node_modules/brace-expansion": {
|
||||
"version": "1.1.12",
|
||||
"resolved": "https://registry.npmjs.org/brace-expansion/-/brace-expansion-1.1.12.tgz",
|
||||
"integrity": "sha512-9T9UjW3r0UW5c1Q7GTwllptXwhvYmEzFhzMfZ9H7FQWt+uZePjZPjBP/W1ZEyZ1twGWom5/56TF4lPcqjnDHcg==",
|
||||
"license": "MIT",
|
||||
"version": "1.1.11",
|
||||
"resolved": "https://registry.npmjs.org/brace-expansion/-/brace-expansion-1.1.11.tgz",
|
||||
"integrity": "sha512-iCuPHDFgrHX7H2vEI/5xpz07zSHB00TpugqhmYtVmMO6518mCuRMoOYFldEBl0g187ufozdaHgWKcYFb61qGiA==",
|
||||
"dependencies": {
|
||||
"balanced-match": "^1.0.0",
|
||||
"concat-map": "0.0.1"
|
||||
@@ -410,9 +409,9 @@
|
||||
"integrity": "sha512-Nik3Sc0ncrMK4UUdXQmAnRtzmNQTAAXmXIopizwZ1W1t8QmfJj+zL4OA2I7XPTPW5z5TDqv4hRo/JzouDJnX3A=="
|
||||
},
|
||||
"brace-expansion": {
|
||||
"version": "1.1.12",
|
||||
"resolved": "https://registry.npmjs.org/brace-expansion/-/brace-expansion-1.1.12.tgz",
|
||||
"integrity": "sha512-9T9UjW3r0UW5c1Q7GTwllptXwhvYmEzFhzMfZ9H7FQWt+uZePjZPjBP/W1ZEyZ1twGWom5/56TF4lPcqjnDHcg==",
|
||||
"version": "1.1.11",
|
||||
"resolved": "https://registry.npmjs.org/brace-expansion/-/brace-expansion-1.1.11.tgz",
|
||||
"integrity": "sha512-iCuPHDFgrHX7H2vEI/5xpz07zSHB00TpugqhmYtVmMO6518mCuRMoOYFldEBl0g187ufozdaHgWKcYFb61qGiA==",
|
||||
"requires": {
|
||||
"balanced-match": "^1.0.0",
|
||||
"concat-map": "0.0.1"
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
GITHUB_CLANG_VERSION=14
|
||||
GITHUB_CMAKE_VERSION=3.19.5
|
||||
GITHUB_NINJA_VERSION=1.10.2
|
||||
GITHUB_MESA_VERSION=24.2.1
|
||||
GITHUB_LLVM_VERSION=16
|
||||
GITHUB_NDK_VERSION=27.0.11718014
|
||||
GITHUB_EMSDK_VERSION=3.1.60
|
||||
@@ -1,11 +1,36 @@
|
||||
#!/bin/bash
|
||||
|
||||
source `dirname $0`/../common/ci-check.sh
|
||||
# Usage: the first argument selects the build type:
|
||||
# - release, to build release only
|
||||
# - debug, to build debug only
|
||||
# - continuous, to build release and debug
|
||||
# - presubmit, for presubmit builds
|
||||
#
|
||||
# The default is release
|
||||
|
||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
||||
echo "Please refer to BUILDING.md for more information."
|
||||
|
||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
||||
case "${choice}" in
|
||||
y|Y)
|
||||
echo "Build will proceed..."
|
||||
;;
|
||||
n|N)
|
||||
exit 0
|
||||
;;
|
||||
*)
|
||||
exit 0
|
||||
;;
|
||||
esac
|
||||
|
||||
set -e
|
||||
set -x
|
||||
|
||||
source `dirname $0`/../common/ci-common.sh
|
||||
source `dirname $0`/ci-common.sh
|
||||
source `dirname $0`/../common/build-common.sh
|
||||
|
||||
pushd `dirname $0`/../.. > /dev/null
|
||||
|
||||
# If we're generating an archive for release or continuous builds, then we'll also build for the
|
||||
@@ -16,3 +41,4 @@ if [[ "${GENERATE_ARCHIVES}" ]]; then
|
||||
fi
|
||||
|
||||
./build.sh -i -p ios -c $BUILD_SIMULATOR $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
||||
|
||||
|
||||
6
build/ios/ci-common.sh
Executable file
@@ -0,0 +1,6 @@
|
||||
#!/bin/bash
|
||||
|
||||
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
|
||||
unzip -q ninja-mac.zip
|
||||
chmod +x ninja
|
||||
export PATH="$PWD:$PATH"
|
||||
@@ -1,11 +1,39 @@
|
||||
#!/bin/bash
|
||||
|
||||
source `dirname $0`/../common/ci-check.sh
|
||||
# Usage: the first argument selects the build type:
|
||||
# - release, to build release only
|
||||
# - debug, to build debug only
|
||||
# - continuous, to build release and debug
|
||||
# - presubmit, for presubmit builds
|
||||
#
|
||||
# The default is release
|
||||
|
||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
||||
echo "Please refer to BUILDING.md for more information."
|
||||
|
||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
||||
case "${choice}" in
|
||||
y|Y)
|
||||
echo "Build will proceed..."
|
||||
;;
|
||||
n|N)
|
||||
exit 0
|
||||
;;
|
||||
*)
|
||||
exit 0
|
||||
;;
|
||||
esac
|
||||
|
||||
set -e
|
||||
set -x
|
||||
|
||||
# build-common.sh will generate the following variables:
|
||||
# $GENERATE_ARCHIVES
|
||||
# $BUILD_DEBUG
|
||||
# $BUILD_RELEASE
|
||||
source `dirname $0`/../common/ci-common.sh
|
||||
source `dirname $0`/ci-common.sh
|
||||
source `dirname $0`/../common/build-common.sh
|
||||
pushd `dirname $0`/../.. > /dev/null
|
||||
|
||||
pushd `dirname $0`/../.. > /dev/null
|
||||
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
||||
|
||||
38
build/linux/ci-common.sh
Executable file
@@ -0,0 +1,38 @@
|
||||
#!/bin/bash
|
||||
|
||||
# version of clang we want to use
|
||||
export GITHUB_CLANG_VERSION=14
|
||||
# version of CMake to use instead of the default one
|
||||
export GITHUB_CMAKE_VERSION=3.19.5
|
||||
# version of ninja to use
|
||||
export GITHUB_NINJA_VERSION=1.10.2
|
||||
|
||||
# Steps for GitHub Workflows
|
||||
if [[ "$GITHUB_WORKFLOW" ]]; then
|
||||
# Install ninja
|
||||
wget -q https://github.com/ninja-build/ninja/releases/download/v$GITHUB_NINJA_VERSION/ninja-linux.zip
|
||||
unzip -q ninja-linux.zip
|
||||
export PATH="$PWD:$PATH"
|
||||
|
||||
# Install CMake
|
||||
mkdir -p cmake
|
||||
cd cmake
|
||||
|
||||
sudo wget https://github.com/Kitware/CMake/releases/download/v$GITHUB_CMAKE_VERSION/cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
|
||||
sudo chmod +x ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh
|
||||
sudo ./cmake-$GITHUB_CMAKE_VERSION-Linux-x86_64.sh --skip-license > /dev/null
|
||||
sudo update-alternatives --install /usr/bin/cmake cmake $(pwd)/bin/cmake 1000 --force
|
||||
|
||||
cd ..
|
||||
|
||||
sudo wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
|
||||
sudo apt-get update
|
||||
sudo apt-get install clang-$GITHUB_CLANG_VERSION libc++-$GITHUB_CLANG_VERSION-dev libc++abi-$GITHUB_CLANG_VERSION-dev
|
||||
sudo apt-get install mesa-common-dev libxi-dev libxxf86vm-dev
|
||||
|
||||
# For dawn
|
||||
sudo apt-get install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libx11-xcb-dev
|
||||
|
||||
sudo update-alternatives --install /usr/bin/cc cc /usr/bin/clang-${GITHUB_CLANG_VERSION} 100
|
||||
sudo update-alternatives --install /usr/bin/c++ c++ /usr/bin/clang++-${GITHUB_CLANG_VERSION} 100
|
||||
fi
|
||||
@@ -1,11 +1,35 @@
|
||||
#!/bin/bash
|
||||
|
||||
source `dirname $0`/../common/ci-check.sh
|
||||
# Usage: the first argument selects the build type:
|
||||
# - release, to build release only
|
||||
# - debug, to build debug only
|
||||
# - continuous, to build release and debug
|
||||
# - presubmit, for presubmit builds
|
||||
#
|
||||
# The default is release
|
||||
|
||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
||||
echo "Please refer to BUILDING.md for more information."
|
||||
|
||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
||||
case "${choice}" in
|
||||
y|Y)
|
||||
echo "Build will proceed..."
|
||||
;;
|
||||
n|N)
|
||||
exit 0
|
||||
;;
|
||||
*)
|
||||
exit 0
|
||||
;;
|
||||
esac
|
||||
|
||||
set -e
|
||||
set -x
|
||||
|
||||
source `dirname $0`/../common/ci-common.sh
|
||||
source `dirname $0`/ci-common.sh
|
||||
source `dirname $0`/../common/build-common.sh
|
||||
pushd `dirname $0`/../.. > /dev/null
|
||||
|
||||
pushd `dirname $0`/../.. > /dev/null
|
||||
./build.sh -c $RUN_TESTS $GENERATE_ARCHIVES $BUILD_DEBUG $BUILD_RELEASE
|
||||
|
||||
8
build/mac/ci-common.sh
Executable file
@@ -0,0 +1,8 @@
|
||||
#!/bin/bash
|
||||
|
||||
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
|
||||
unzip -q ninja-mac.zip
|
||||
chmod +x ninja
|
||||
# Install ninja globally for AGP
|
||||
cp ninja /usr/local/bin
|
||||
export PATH="$PWD:$PATH"
|
||||
@@ -31,16 +31,10 @@ set(DIST_ARCH arm64-v8a)
|
||||
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
||||
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
||||
|
||||
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||
if (NOT FILAMENT_NDK_VERSION)
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
|
||||
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
|
||||
if(CMAKE_MATCH_1)
|
||||
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
|
||||
endif()
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
|
||||
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
|
||||
endif()
|
||||
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||
|
||||
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
||||
list(SORT NDK_VERSIONS)
|
||||
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
||||
|
||||
@@ -32,16 +32,10 @@ set(DIST_ARCH armeabi-v7a)
|
||||
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
||||
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
||||
|
||||
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||
if (NOT FILAMENT_NDK_VERSION)
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
|
||||
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
|
||||
if(CMAKE_MATCH_1)
|
||||
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
|
||||
endif()
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
|
||||
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
|
||||
endif()
|
||||
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||
|
||||
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
||||
list(SORT NDK_VERSIONS)
|
||||
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
||||
|
||||
@@ -31,16 +31,10 @@ set(DIST_ARCH x86)
|
||||
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
||||
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
||||
|
||||
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||
if (NOT FILAMENT_NDK_VERSION)
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
|
||||
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
|
||||
if(CMAKE_MATCH_1)
|
||||
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
|
||||
endif()
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
|
||||
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
|
||||
endif()
|
||||
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||
|
||||
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
||||
list(SORT NDK_VERSIONS)
|
||||
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
||||
|
||||
@@ -31,16 +31,10 @@ set(DIST_ARCH x86_64)
|
||||
string(TOLOWER ${CMAKE_HOST_SYSTEM_NAME} HOST_NAME_L)
|
||||
file(TO_CMAKE_PATH $ENV{ANDROID_HOME} ANDROID_HOME_UNIX)
|
||||
|
||||
message(STATUS "Try using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||
if (NOT FILAMENT_NDK_VERSION)
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/common/versions" VERSIONS_STR)
|
||||
string(REGEX MATCH "GITHUB_NDK_VERSION=(\\d+)" _UNUSED ${VERSIONS_STR})
|
||||
if(CMAKE_MATCH_1)
|
||||
set(FILAMENT_NDK_VERSION "${CMAKE_MATCH_1}")
|
||||
endif()
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/android/ndk.version" FILAMENT_NDK_VERSION)
|
||||
string(REGEX MATCH "^\\d+" FILAMENT_NDK_VERSION ${FILAMENT_NDK_VERSION})
|
||||
endif()
|
||||
message(STATUS "Using NDK \'${FILAMENT_NDK_VERSION}\'")
|
||||
|
||||
file(GLOB NDK_VERSIONS LIST_DIRECTORIES true ${ANDROID_HOME_UNIX}/ndk/${FILAMENT_NDK_VERSION}*)
|
||||
list(SORT NDK_VERSIONS)
|
||||
list(GET NDK_VERSIONS -1 NDK_VERSION)
|
||||
|
||||
@@ -1,10 +1,34 @@
|
||||
#!/bin/bash
|
||||
|
||||
source `dirname $0`/../common/ci-check.sh
|
||||
# Usage: the first argument selects the build type:
|
||||
# - release, to build release only
|
||||
# - debug, to build debug only
|
||||
# - continuous, to build release and debug
|
||||
# - presubmit, for presubmit builds
|
||||
#
|
||||
# The default is release
|
||||
|
||||
echo "This script is intended to run in a CI environment and may modify your current environment."
|
||||
echo "Please refer to BUILDING.md for more information."
|
||||
|
||||
read -r -p "Do you wish to proceed (y/n)? " choice
|
||||
case "${choice}" in
|
||||
y|Y)
|
||||
echo "Build will proceed..."
|
||||
;;
|
||||
n|N)
|
||||
exit 0
|
||||
;;
|
||||
*)
|
||||
exit 0
|
||||
;;
|
||||
esac
|
||||
|
||||
set -e
|
||||
set -x
|
||||
|
||||
source `dirname $0`/../common/ci-common.sh
|
||||
source `dirname $0`/ci-common.sh
|
||||
source `dirname $0`/../common/build-common.sh
|
||||
pushd `dirname $0`/../.. > /dev/null
|
||||
|
||||
|
||||
23
build/web/ci-common.sh
Executable file
@@ -0,0 +1,23 @@
|
||||
#!/bin/bash
|
||||
if [ `uname` == "Linux" ];then
|
||||
source `dirname $0`/../linux/ci-common.sh
|
||||
elif [ `uname` == "Darwin" ];then
|
||||
curl -OL https://github.com/ninja-build/ninja/releases/download/v1.10.2/ninja-mac.zip
|
||||
unzip -q ninja-mac.zip
|
||||
else
|
||||
echo "Unsupported OS"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
chmod +x ninja
|
||||
export PATH="$PWD:$PATH"
|
||||
|
||||
# Install emscripten.
|
||||
curl -L https://github.com/emscripten-core/emsdk/archive/refs/tags/3.1.60.zip > emsdk.zip
|
||||
unzip emsdk.zip ; mv emsdk-* emsdk ; cd emsdk
|
||||
./emsdk install latest
|
||||
./emsdk activate latest
|
||||
source ./emsdk_env.sh
|
||||
|
||||
export EMSDK="$PWD"
|
||||
cd ..
|
||||
@@ -47,11 +47,7 @@ if "%RUNNING_LOCALLY%" == "1" (
|
||||
set "PATH=%PATH%;C:\Program Files\7-Zip"
|
||||
)
|
||||
|
||||
:: Outdated windows-2019 pattern
|
||||
:: call "C:\Program Files (x86)\Microsoft Visual Studio\2019\%VISUAL_STUDIO_VERSION%\VC\Auxiliary\Build\vcvars64.bat"
|
||||
|
||||
call "C:\Program Files\Microsoft Visual Studio\2022\%VISUAL_STUDIO_VERSION%\VC\Auxiliary\Build\vcvars64.bat"
|
||||
echo Passed vcvars64.bat
|
||||
call "C:\Program Files (x86)\Microsoft Visual Studio\2019\%VISUAL_STUDIO_VERSION%\VC\Auxiliary\Build\vcvars64.bat"
|
||||
if errorlevel 1 exit /b %errorlevel%
|
||||
|
||||
msbuild /version
|
||||
@@ -111,7 +107,7 @@ cd out\cmake-%variant%
|
||||
if errorlevel 1 exit /b %errorlevel%
|
||||
|
||||
cmake ..\.. ^
|
||||
-G "Visual Studio 17 2022" ^
|
||||
-G "Visual Studio 16 2019" ^
|
||||
-A x64 ^
|
||||
%flag% ^
|
||||
-DCMAKE_INSTALL_PREFIX=..\%variant% ^
|
||||
|
||||
@@ -166,7 +166,7 @@ This document is part of the <a href="https://github.com/google/filament">Filame
|
||||
</p><ul>
|
||||
<li class="minus"><a href="https://github.com/romainguy">Romain Guy</a>, <a href="https://twitter.com/romainguy">@romainguy</a>
|
||||
</li>
|
||||
<li class="minus"><a href="https://github.com/pixelflinger">Mathias Agopian</a>, <a href="https://bsky.app/profile/pixelflinger.bsky.social">@pixelflinger</a></li></ul>
|
||||
<li class="minus"><a href="https://github.com/pixelflinger">Mathias Agopian</a>, <a href="https://twitter.com/darthmoosious">@darthmoosious</a></li></ul>
|
||||
|
||||
<p></p>
|
||||
<a class="target" name="overview"> </a><a class="target" name="overview"> </a><a class="target" name="toc2"> </a><h1>Overview</h1>
|
||||
@@ -259,27 +259,26 @@ in <a href="#table_standardproperties">table 1</a>.
|
||||
</p><div class="table">
|
||||
<table class="table"><tbody><tr><th style="text-align:right"> Property </th><th style="text-align:left"> Definition </th></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">baseColor</strong> </td><td style="text-align:left"> Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">roughness</strong> </td><td style="text-align:left"> Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">metallic</strong> </td><td style="text-align:left"> Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1) </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">roughness</strong> </td><td style="text-align:left"> Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">reflectance</strong> </td><td style="text-align:left"> Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">ambientOcclusion</strong> </td><td style="text-align:left"> Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0 </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">clearCoat</strong> </td><td style="text-align:left"> Strength of the clear coat layer </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the clear coat layer </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatNormal</strong> </td><td style="text-align:left"> A detail normal used to perturb the clear coat layer using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">anisotropy</strong> </td><td style="text-align:left"> Amount of anisotropy in either the tangent or bitangent direction </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">anisotropyDirection</strong> </td><td style="text-align:left"> Local surface direction in tangent space </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">thickness</strong> </td><td style="text-align:left"> Thickness of the solid volume of refractive objects </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">sheenColor</strong> </td><td style="text-align:left"> Strength of the sheen layer </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">sheenRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the sheen layer </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">emissive</strong> </td><td style="text-align:left"> Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">clearCoat</strong> </td><td style="text-align:left"> Strength of the clear coat layer </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the clear coat layer </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">anisotropy</strong> </td><td style="text-align:left"> Amount of anisotropy in either the tangent or bitangent direction </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">anisotropyDirection</strong> </td><td style="text-align:left"> Local surface direction in tangent space </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">ambientOcclusion</strong> </td><td style="text-align:left"> Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0 </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">normal</strong> </td><td style="text-align:left"> A detail normal used to perturb the surface using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">postLightingColor</strong> </td><td style="text-align:left"> Additional color that can be blended with the result of the lighting computations. See <code>postLightingBlending</code> </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">absorption</strong> </td><td style="text-align:left"> Absorption factor for refractive objects </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">transmission</strong> </td><td style="text-align:left"> Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">ior</strong> </td><td style="text-align:left"> Index of refraction, either for refractive objects or as an alternative to reflectance </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">microThickness</strong> </td><td style="text-align:left"> Thickness of the thin layer of refractive objects </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">bentNormal</strong> </td><td style="text-align:left"> A normal pointing in the average unoccluded direction. Can be used to improve indirect lighting quality </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">shadowStrength</strong> </td><td style="text-align:left"> Strength factor between 0 and 1 for all shadows received by this material </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatNormal</strong> </td><td style="text-align:left"> A detail normal used to perturb the clear coat layer using <em class="underscore">bump mapping</em> (<em class="underscore">normal mapping</em>) </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">emissive</strong> </td><td style="text-align:left"> Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">postLightingColor</strong> </td><td style="text-align:left"> Additional color that can be blended with the result of the lighting computations. See <code>postLightingBlending</code> </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">ior</strong> </td><td style="text-align:left"> Index of refraction, either for refractive objects or as an alternative to reflectance </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">transmission</strong> </td><td style="text-align:left"> Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">absorption</strong> </td><td style="text-align:left"> Absorption factor for refractive objects </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">microThickness</strong> </td><td style="text-align:left"> Thickness of the thin layer of refractive objects </td></tr>
|
||||
<tr><td style="text-align:right"> <strong class="asterisk">thickness</strong> </td><td style="text-align:left"> Thickness of the solid volume of refractive objects </td></tr>
|
||||
</tbody></table><center><div class="tablecaption"><a class="target" name="table_standardproperties"> </a><b style="font-style:normal;">Table 1:</b> Properties of the standard model</div></center></div>
|
||||
|
||||
<p></p><p>
|
||||
@@ -1487,13 +1486,10 @@ non-shader data.
|
||||
</p><dl><dt>Type</dt><dd><p> array of parameter objects
|
||||
|
||||
</p></dd><dt>Value</dt><dd><p> Each entry is an object with the properties <code>name</code> and <code>type</code>, both of <code>string</code> type. The
|
||||
name must be a valid GLSL identifier. Entries have an optional <code>precision</code>, which can be
|
||||
name must be a valid GLSL identifier. Entries also have an optional <code>precision</code>, which can be
|
||||
one of <code>default</code> (best precision for the platform, typically <code>high</code> on desktop, <code>medium</code> on
|
||||
mobile), <code>low</code>, <code>medium</code>, <code>high</code>. The type must be one of the types described in
|
||||
<a href="#table_materialparamstypes">table 14</a>. For Android external textures, entries also have an optional
|
||||
transformName parameter to specify the name of the material parameter that will be
|
||||
used to expose the transform matrix associated with the external sampler. In iOS and Vulkan,
|
||||
this will always be identity.
|
||||
<a href="#table_materialparamstypes">table 14</a>.
|
||||
|
||||
</p></dd></dl><div class="table">
|
||||
<table class="table"><tbody><tr><th style="text-align:left"> Type </th><th style="text-align:left"> Description </th></tr>
|
||||
@@ -1756,13 +1752,7 @@ non-shader data.
|
||||
when selecting any shading model that is not <code>unlit</code>. See the shader sections of this document
|
||||
for more information on how to access these attributes from the shaders.
|
||||
|
||||
</p></dd></dl><div class="admonition note"><div class="admonition-title"> Interaction with custom variables</div>
|
||||
|
||||
<p></p><p>
|
||||
|
||||
When the <code>color</code> attribute is specified, only four custom variables are available instead of five.</p></div>
|
||||
|
||||
<p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<span class="line"> parameters : [</span>
|
||||
<span class="line"> {</span>
|
||||
<span class="line"> type : sampler2d,</span>
|
||||
@@ -1789,7 +1779,7 @@ non-shader data.
|
||||
|
||||
</p><dl><dt>Type</dt><dd><p> array of <code>string</code>
|
||||
|
||||
</p></dd><dt>Value</dt><dd><p> Up to 5 strings, each must be a valid GLSL identifier.
|
||||
</p></dd><dt>Value</dt><dd><p> Up to 4 strings, each must be a valid GLSL identifier.
|
||||
|
||||
</p></dd><dt>Description</dt><dd><p> Defines custom interpolants (or variables) that are output by the material's vertex shader.
|
||||
Each entry of the array defines the name of an interpolant. The full name in the fragment
|
||||
@@ -1804,14 +1794,7 @@ non-shader data.
|
||||
particular if <code>default</code> is specified the default precision is used is the fragment shader
|
||||
(<code>mediump</code>) and in the vertex shader (<code>highp</code>).
|
||||
|
||||
</p></dd></dl><div class="admonition warning"><div class="admonition-title"> Interaction with required attributes</div>
|
||||
|
||||
<p></p><p>
|
||||
|
||||
If the <code>color</code> attribute is specified in the <code>required</code> list, then only four variables can be used
|
||||
instead of five.</p></div>
|
||||
|
||||
<p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
</p></dd></dl><p></p><pre class="listing tilde"><code><span class="line">material {</span>
|
||||
<span class="line"> name : Skybox,</span>
|
||||
<span class="line"> parameters : [</span>
|
||||
<span class="line"> {</span>
|
||||
|
||||
@@ -1027,11 +1027,8 @@ samplerCubemap | Cubemap texture
|
||||
[Table [materialParamsTypes]: Material parameter types]
|
||||
|
||||
Samplers
|
||||
: Sampler types can have the following fields:
|
||||
- `format` : which can be either `int` or `float` (defaults to `float`).
|
||||
- `multisample` : a boolean to indicate whether the sampler is meant for multisampling (defaults to `false`)
|
||||
- `unfilterable` : a boolean to indicate whether the sampling is not filtered (defaults to `false`)
|
||||
|
||||
: Sampler types can also specify a `format` which can be either `int` or `float` (defaults to
|
||||
`float`).
|
||||
|
||||
Arrays
|
||||
: A parameter can define an array of values by appending `[size]` after the type name, where
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#EntityManager">EntityManager</a></td>
|
||||
<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
|
||||
<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Frustum">Frustum</a></td>
|
||||
@@ -89,7 +89,7 @@
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Renderer">Renderer</a></td>
|
||||
<td align="left">Represents the platform's native window.</td>
|
||||
<td align="left">Represents the platform's native window.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Scene">Scene</a></td>
|
||||
@@ -97,7 +97,7 @@
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#SwapChain">SwapChain</a></td>
|
||||
<td align="left">Represents the platform's native rendering surface.</td>
|
||||
<td align="left">Represents the platform's native rendering surface.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td align="left"><a href="#Texture">Texture</a></td>
|
||||
@@ -604,11 +604,11 @@
|
||||
</ul>
|
||||
<p>To create an entity with no components, use <a href="#EntityManager">EntityManager</a>.
|
||||
TODO: It would be better to expose these as JS numbers rather than as JS objects.
|
||||
This would also be more consistent with Filament's Java bindings.</p>
|
||||
This would also be more consistent with Filament's Java bindings.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='EntityManager' href='#EntityManager'>EntityManager</a></h2>
|
||||
<p>Singleton used for constructing entities in Filament's ECS.</p>
|
||||
<p>Singleton used for constructing entities in Filament's ECS.</p>
|
||||
<ul>
|
||||
<li><strong>entityManager.create()</strong>
|
||||
<ul>
|
||||
@@ -742,7 +742,7 @@ properties.</p>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='PixelBufferDescriptor' href='#PixelBufferDescriptor'>PixelBufferDescriptor</a></h2>
|
||||
@@ -780,11 +780,11 @@ properties.</p>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='Renderer' href='#Renderer'>Renderer</a></h2>
|
||||
<p>Represents the platform's native window.</p>
|
||||
<p>Represents the platform's native window.</p>
|
||||
<ul>
|
||||
<li><strong>renderer.render(swapChain, view)</strong>
|
||||
<ul>
|
||||
@@ -803,7 +803,7 @@ properties.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='SwapChain' href='#SwapChain'>SwapChain</a></h2>
|
||||
<p>Represents the platform's native rendering surface.</p>
|
||||
<p>Represents the platform's native rendering surface.</p>
|
||||
<p>See also the <a href="#Engine">Engine</a> methods <code>createSwapChain</code> and <code>destroySwapChain</code>.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
@@ -847,7 +847,7 @@ properties.</p>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
||||
</div>
|
||||
<div class='classdoc'>
|
||||
<h2>class <a id='VertexBuffer' href='#VertexBuffer'>VertexBuffer</a></h2>
|
||||
@@ -944,7 +944,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
|
||||
<ul>
|
||||
<li><strong>assets</strong>
|
||||
<ul>
|
||||
<li>Array of strings containing URL's of required assets.</li>
|
||||
<li>Array of strings containing URL's of required assets.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>onDone</strong>
|
||||
@@ -954,7 +954,7 @@ See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <c
|
||||
</li>
|
||||
<li><strong>onFetched</strong>
|
||||
<ul>
|
||||
<li>optional callback that's invoked after each asset is downloaded.</li>
|
||||
<li>optional callback that's invoked after each asset is downloaded.</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
@@ -1001,7 +1001,7 @@ useful for compressed textures. For example, some platforms accept ETC and other
|
||||
<ul>
|
||||
<li><strong>assets</strong>
|
||||
<ul>
|
||||
<li>Array of strings containing URL's of required assets.</li>
|
||||
<li>Array of strings containing URL's of required assets.</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>onready</strong>
|
||||
@@ -1010,12 +1010,12 @@ useful for compressed textures. For example, some platforms accept ETC and other
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
|
||||
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
|
||||
callback. This callback gets invoked only after all assets have been downloaded and the Filament
|
||||
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
|
||||
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
|
||||
be ready at initialization time.
|
||||
When the callback is called, each downloaded asset is available in the <code>Filament.assets</code> global
|
||||
object, which contains a mapping from URL's to Uint8Array objects.</p>
|
||||
object, which contains a mapping from URL's to Uint8Array objects.</p>
|
||||
</div>
|
||||
<div class='funcdoc'>
|
||||
<h2>function <a id='loadMathExtensions' href='#loadMathExtensions'>loadMathExtensions</a>()</h2>
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
textures.</p>
|
||||
<p>For starters, create a text file called <code>redball.html</code> and copy over the HTML that we used in the
|
||||
<a href="tutorial_triangle.html">previous tutorial</a>. Change the last script tag from <code>triangle.js</code> to <code>redball.js</code>.</p>
|
||||
<p>Next you'll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
|
||||
<p>Next you'll need to get a couple command-line tools: <code>matc</code> and <code>cmgen</code>. You can find these in the
|
||||
appropriate <a href="//github.com/google/filament/releases">Filament release</a>. You should choose the
|
||||
archive that corresponds to your development machine rather than the one for web, and the version
|
||||
that matches the <code>unpkg.com/filament@x.x.x</code> url in the script tag of <code>redball.html</code> (you may check
|
||||
@@ -19,7 +19,7 @@ out the last available release of <a href="https://www.npmjs.com/package/filamen
|
||||
<p>The <code>matc</code> tool consumes a text file containing a high-level description of a PBR material, and
|
||||
produces a binary material package that contains shader code and associated metadata. For more
|
||||
information, see the official document describing the <a href="https://google.github.io/filament/Materials.md.html">Filament Material System</a>.</p>
|
||||
<p>Let's try out <code>matc</code>. Create the following file in your favorite text editor and call it
|
||||
<p>Let's try out <code>matc</code>. Create the following file in your favorite text editor and call it
|
||||
<code>plastic.mat</code>.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
|
||||
name : Lit,
|
||||
@@ -44,16 +44,16 @@ fragment {
|
||||
</pre></div>
|
||||
|
||||
<p>Next, invoke <code>matc</code> as follows.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc<span style="color: #BBB"> </span>-a<span style="color: #BBB"> </span>opengl<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span>mobile<span style="color: #BBB"> </span>-o<span style="color: #BBB"> </span>plastic.filamat<span style="color: #BBB"> </span>plastic.mat
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc -a opengl -p mobile -o plastic.filamat plastic.mat
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a material archive in your working directory, which we'll use later in the
|
||||
<p>You should now have a material archive in your working directory, which we'll use later in the
|
||||
tutorial.</p>
|
||||
<h2>Bake environment map</h2>
|
||||
<p>Next we'll use Filament's <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
|
||||
<p>Next we'll use Filament's <code>cmgen</code> tool to consume a HDR environment map in latlong format, and
|
||||
produce two cubemap files: a mipmapped IBL and a blurry skybox.</p>
|
||||
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/pillars_2k.hdr">pillars_2k.hdr</a>, then invoke the following command in your terminal.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>pillars_2k<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>pillars_2k.hdr
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen -x pillars_2k --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 pillars_2k.hdr
|
||||
</pre></div>
|
||||
|
||||
<p>You should now have a <code>pillars_2k</code> folder containing a couple KTX files for the IBL and skybox, as
|
||||
@@ -61,84 +61,84 @@ well as a text file with spherical harmonics coefficients. You can discard the t
|
||||
IBL KTX contains these coefficients in its metadata.</p>
|
||||
<h2>Create JavaScript</h2>
|
||||
<p>Next, create <code>redball.js</code> with the following content.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>environ<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">'pillars_2k'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamat_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">'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: #BBB"> </span>filamat_url,<span style="color: #BBB"> </span>ibl_url,<span style="color: #BBB"> </span>sky_url<span style="color: #BBB"> </span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=><span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexAttribute;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$AttributeType;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.PrimitiveType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.RenderableManager$PrimitiveType;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.IndexType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer$IndexType;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Fov;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.LightType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.LightManager$Type;
|
||||
Filament.init([<span style="color: #bbbbbb"> </span>filamat_url,<span style="color: #bbbbbb"> </span>ibl_url,<span style="color: #bbbbbb"> </span>sky_url<span style="color: #bbbbbb"> </span>],<span style="color: #bbbbbb"> </span>()<span style="color: #bbbbbb"> </span>=><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Create some global aliases to enums for convenience.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Obtain the canvas DOM object and pass it to the App.</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666">0</span>];
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App(canvas);
|
||||
}<span style="color: #BBB"> </span>);
|
||||
<span style="color: #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: #BBB"> </span>App<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>canvas;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(canvas);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createScene();
|
||||
<span style="color: #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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create skybox</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create material</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sphere</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create lights</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create IBL</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create skybox</span><span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSwapChain();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createRenderer();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createView();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(scene);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #BBB"> </span>}
|
||||
<span style="color: #bbbbbb"> </span><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: #BBB"> </span>render()<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>eye<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>],<span style="color: #BBB"> </span>center<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>],<span style="color: #BBB"> </span>up<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>];
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>radians<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">Date</span>.now()<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">10000</span>;
|
||||
<span style="color: #BBB"> </span>vec3.rotateY(eye,<span style="color: #BBB"> </span>eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>radians);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>up);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #BBB"> </span>}
|
||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>radians<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">Date</span>.now()<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">10000</span>;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>vec3.rotateY(eye,<span style="color: #bbbbbb"> </span>eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>radians);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666">45</span>,<span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">10.0</span>,<span style="color: #BBB"> </span>Fov.VERTICAL);
|
||||
<span style="color: #BBB"> </span>}
|
||||
}
|
||||
<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.
|
||||
<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: #BBB"> </span>material<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createMaterial(filamat_url);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>matinstance<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>material.createInstance();
|
||||
<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: #BBB"> </span>red<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0.8</span>,<span style="color: #BBB"> </span><span style="color: #666">0.0</span>,<span style="color: #BBB"> </span><span style="color: #666">0.0</span>];
|
||||
matinstance.setColor3Parameter(<span style="color: #BA2121">'baseColor'</span>,<span style="color: #BBB"> </span>Filament.RgbType.sRGB,<span style="color: #BBB"> </span>red);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #BBB"> </span><span style="color: #666">0.5</span>);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoat'</span>,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>);
|
||||
matinstance.setFloatParameter(<span style="color: #BA2121">'clearCoatRoughness'</span>,<span style="color: #BBB"> </span><span style="color: #666">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>
|
||||
<p>The next step is to create a renderable for the sphere. To help with this, we'll use the <code>IcoSphere</code>
|
||||
utility class, whose constructor takes a LOD. Its job is to subdivide an icosadedron, producing
|
||||
three arrays:</p>
|
||||
<ul>
|
||||
@@ -147,137 +147,137 @@ three arrays:</p>
|
||||
as quaternions.</li>
|
||||
<li><code>icosphere.triangles</code> Uint16Array with triangle indices.</li>
|
||||
</ul>
|
||||
<p>Let's go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
|
||||
<p>Let's go ahead use these arrays to build the vertex buffer and index buffer. Replace <strong>create
|
||||
sphere</strong> with the following snippet.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>renderable<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
|
||||
scene.addEntity(renderable);
|
||||
<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: #BBB"> </span>icosphere<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.IcoSphere(<span style="color: #666">5</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>icosphere<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.IcoSphere(<span style="color: #666666">5</span>);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>vb<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer.Builder()
|
||||
<span style="color: #BBB"> </span>.vertexCount(icosphere.vertices.length<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>)
|
||||
<span style="color: #BBB"> </span>.bufferCount(<span style="color: #666">2</span>)
|
||||
<span style="color: #BBB"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>AttributeType.FLOAT3,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>)
|
||||
<span style="color: #BBB"> </span>.attribute(VertexAttribute.TANGENTS,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>AttributeType.SHORT4,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>)
|
||||
<span style="color: #BBB"> </span>.normalized(VertexAttribute.TANGENTS)
|
||||
<span style="color: #BBB"> </span>.build(engine);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.vertexCount(icosphere.vertices.length<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span><span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT3,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.TANGENTS,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.SHORT4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.TANGENTS)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ib<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer.Builder()
|
||||
<span style="color: #BBB"> </span>.indexCount(icosphere.triangles.length)
|
||||
<span style="color: #BBB"> </span>.bufferType(IndexType.USHORT)
|
||||
<span style="color: #BBB"> </span>.build(engine);
|
||||
<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: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>icosphere.vertices);
|
||||
vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>icosphere.tangents);
|
||||
ib.setBuffer(engine,<span style="color: #BBB"> </span>icosphere.triangles);
|
||||
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: #666">1</span>)
|
||||
<span style="color: #BBB"> </span>.boundingBox({<span style="color: #BBB"> </span>center<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>],<span style="color: #BBB"> </span>halfExtent<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]<span style="color: #BBB"> </span>})
|
||||
<span style="color: #BBB"> </span>.material(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>matinstance)
|
||||
<span style="color: #BBB"> </span>.geometry(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>PrimitiveType.TRIANGLES,<span style="color: #BBB"> </span>vb,<span style="color: #BBB"> </span>ib)
|
||||
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>renderable);
|
||||
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
|
||||
<p>At this point, the app is rendering a sphere, but it is black so it doesn't show up. To prove that
|
||||
the sphere is there, you can try changing the background color to blue via <code>setClearColor</code>, like we
|
||||
did in the first tutorial.</p>
|
||||
<h2>Add lighting</h2>
|
||||
<p>In this section we will create some directional light sources, as well as an image-based light (IBL)
|
||||
defined by one of the KTX files we built at the start of the demo. First, replace the <strong>create
|
||||
lights</strong> comment with the following snippet.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sunlight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
|
||||
scene.addEntity(sunlight);
|
||||
Filament.LightManager.Builder(LightType.SUN)
|
||||
<span style="color: #BBB"> </span>.color([<span style="color: #666">0.98</span>,<span style="color: #BBB"> </span><span style="color: #666">0.92</span>,<span style="color: #BBB"> </span><span style="color: #666">0.89</span>])
|
||||
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">110000.0</span>)
|
||||
<span style="color: #BBB"> </span>.direction([<span style="color: #666">0.6</span>,<span style="color: #BBB"> </span><span style="color: #666">-1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">-0.8</span>])
|
||||
<span style="color: #BBB"> </span>.sunAngularRadius(<span style="color: #666">1.9</span>)
|
||||
<span style="color: #BBB"> </span>.sunHaloSize(<span style="color: #666">10.0</span>)
|
||||
<span style="color: #BBB"> </span>.sunHaloFalloff(<span style="color: #666">80.0</span>)
|
||||
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>sunlight);
|
||||
<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: #BBB"> </span>backlight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
|
||||
scene.addEntity(backlight);
|
||||
Filament.LightManager.Builder(LightType.DIRECTIONAL)
|
||||
<span style="color: #BBB"> </span>.direction([<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>])
|
||||
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">50000.0</span>)
|
||||
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span>backlight);
|
||||
<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: #BBB"> </span>format<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelDataFormat.RGB;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>datatype<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelDataType.UINT_10F_11F_11F_REV;
|
||||
following (don't type this out, there's an easier way).</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>format<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataFormat.RGB;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>datatype<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.PixelDataType.UINT_10F_11F_11F_REV;<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic">// Create a Texture object for the mipmapped cubemap.</span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_package<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Buffer(Filament.assets[ibl_url]);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>iblktx<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.Ktx1Bundle(ibl_package);
|
||||
<span style="color: #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: #BBB"> </span>ibltex<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Texture.Builder()
|
||||
<span style="color: #BBB"> </span>.width(iblktx.info().pixelWidth)
|
||||
<span style="color: #BBB"> </span>.height(iblktx.info().pixelHeight)
|
||||
<span style="color: #BBB"> </span>.levels(iblktx.getNumMipLevels())
|
||||
<span style="color: #BBB"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
|
||||
<span style="color: #BBB"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
|
||||
<span style="color: #BBB"> </span>.build(engine);
|
||||
<span style="color: #008000; font-weight: bold">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: #BBB"> </span>(<span style="color: #008000; font-weight: bold">let</span><span style="color: #BBB"> </span>level<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #666">0</span>;<span style="color: #BBB"> </span>level<span style="color: #BBB"> </span><span style="color: #666"><</span><span style="color: #BBB"> </span>iblktx.getNumMipLevels();<span style="color: #BBB"> </span><span style="color: #666">++</span>level)<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>uint8array<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>iblktx.getCubeBlob(level).getBytes();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>pixelbuffer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelBuffer(uint8array,<span style="color: #BBB"> </span>format,<span style="color: #BBB"> </span>datatype);
|
||||
<span style="color: #BBB"> </span>ibltex.setImageCube(engine,<span style="color: #BBB"> </span>level,<span style="color: #BBB"> </span>pixelbuffer);
|
||||
}
|
||||
<span style="color: #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: #BBB"> </span>shstring<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>iblktx.getMetadata(<span style="color: #BA2121">'sh'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>shfloats<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>shstring.split(<span style="color: #A45A77">/\s/</span>,<span style="color: #BBB"> </span><span style="color: #666">9</span><span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">3</span>).map(<span style="color: #008000">parseFloat</span>);
|
||||
<span style="color: #3D7B7B; font-style: italic">// 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: #BBB"> </span>indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndirectLight.Builder()
|
||||
<span style="color: #BBB"> </span>.reflections(ibltex)
|
||||
<span style="color: #BBB"> </span>.irradianceSh(<span style="color: #666">3</span>,<span style="color: #BBB"> </span>shfloats)
|
||||
<span style="color: #BBB"> </span>.intensity(<span style="color: #666">50000.0</span>)
|
||||
<span style="color: #BBB"> </span>.build(engine);
|
||||
<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: #BBB"> </span>indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createIblFromKtx1(ibl_url);
|
||||
indirectLight.setIntensity(<span style="color: #666">50000</span>);
|
||||
scene.setIndirectLight(indirectLight);
|
||||
<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: #BBB"> </span>sky_package<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Buffer(Filament.assets[sky_url]);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>skyktx<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.Ktx1Bundle(sky_package);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>skytex<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Texture.Builder()
|
||||
<span style="color: #BBB"> </span>.width(skyktx.info().pixelWidth)
|
||||
<span style="color: #BBB"> </span>.height(skyktx.info().pixelHeight)
|
||||
<span style="color: #BBB"> </span>.levels(<span style="color: #666">1</span>)
|
||||
<span style="color: #BBB"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)
|
||||
<span style="color: #BBB"> </span>.format(Filament.Texture$InternalFormat.RGBA8)
|
||||
<span style="color: #BBB"> </span>.build(engine);
|
||||
Here's one way to create a texture for the skybox:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sky_package<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Buffer(Filament.assets[sky_url]);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skyktx<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.Ktx1Bundle(sky_package);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>skytex<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Texture.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.width(skyktx.info().pixelWidth)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.height(skyktx.info().pixelHeight)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.levels(<span style="color: #666666">1</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.sampler(Filament.Texture$Sampler.SAMPLER_CUBEMAP)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.format(Filament.Texture$InternalFormat.RGBA8)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>uint8array<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>skyktx.getCubeBlob(<span style="color: #666">0</span>).getBytes();
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>pixelbuffer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.PixelBuffer(uint8array,<span style="color: #BBB"> </span>format,<span style="color: #BBB"> </span>datatype);
|
||||
skytex.setImageCube(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>pixelbuffer);
|
||||
<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: #BBB"> </span>skybox<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSkyFromKtx1(sky_url);
|
||||
scene.setSkybox(skybox);
|
||||
<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
|
||||
<p>That's it, we now have a shiny red ball floating in an environment! The complete JavaScript file is
|
||||
available <a href="tutorial_redball.js">here</a>.</p>
|
||||
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'll take a closer look at textures and interaction.</p>
|
||||
<p>In the <a href="tutorial_suzanne.html">next tutorial</a>, we'll take a closer look at textures and interaction.</p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
||||
@@ -8,58 +8,58 @@
|
||||
<div class="demo_frame"><iframe src="demo_suzanne.html"></iframe><a href="demo_suzanne.html">🔗</a></div>
|
||||
<p>This tutorial will describe how to create the <strong>suzanne</strong> demo, introducing you to compressed
|
||||
textures, mipmap generation, asynchronous texture loading, and trackball rotation.</p>
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you'll need to use the command-line tools that can be found in
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a>, you'll need to use the command-line tools that can be found in
|
||||
the appropriate <a href="//github.com/google/filament/releases">Filament release</a> for your development machine. In addition to <code>matc</code> and <code>cmgen</code>,
|
||||
we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
|
||||
we'll also be using <code>filamesh</code> and <code>mipgen</code>.</p>
|
||||
<h2>Create filamesh file</h2>
|
||||
<p>Filament does not have an asset loading system, but it does provide a binary mesh format
|
||||
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
|
||||
called <code>filamesh</code> for simple use cases. Let's create a compressed filamesh file for suzanne by
|
||||
converting <a href="https://github.com/google/filament/blob/main/assets/models/monkey/monkey.obj">this OBJ file</a>:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>filamesh<span style="color: #BBB"> </span>--compress<span style="color: #BBB"> </span>monkey.obj<span style="color: #BBB"> </span>suzanne.filamesh
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>filamesh --compress monkey.obj suzanne.filamesh
|
||||
</pre></div>
|
||||
|
||||
<h2>Create mipmapped textures</h2>
|
||||
<p>Next, let's create mipmapped KTX files using filament's <code>mipgen</code> tool. We'll create compressed and
|
||||
<p>Next, let's create mipmapped KTX files using filament's <code>mipgen</code> tool. We'll create compressed and
|
||||
non-compressed variants for each texture, since not all platforms support the same compression
|
||||
formats. First copy over the PNG files from the <a href="https://github.com/google/filament/blob/main/assets/models/monkey">monkey folder</a>, then do:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic"># Create mipmaps for base color</span>
|
||||
mipgen<span style="color: #BBB"> </span>albedo.png<span style="color: #BBB"> </span>albedo.ktx2
|
||||
mipgen<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>albedo.png<span style="color: #BBB"> </span>albedo.ktx2
|
||||
mipgen albedo.png albedo.ktx2
|
||||
mipgen --compression<span style="color: #666666">=</span>uastc albedo.png albedo.ktx2
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the normal map and a compressed variant.</span>
|
||||
mipgen<span style="color: #BBB"> </span>--strip-alpha<span style="color: #BBB"> </span>--kernel<span style="color: #666">=</span>NORMALS<span style="color: #BBB"> </span>--linear<span style="color: #BBB"> </span>normal.png<span style="color: #BBB"> </span>normal.ktx
|
||||
mipgen<span style="color: #BBB"> </span>--strip-alpha<span style="color: #BBB"> </span>--kernel<span style="color: #666">=</span>NORMALS<span style="color: #BBB"> </span>--linear<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc_normals<span style="color: #BBB"> </span><span style="color: #AA5D1F; font-weight: bold">\</span>
|
||||
<span style="color: #BBB"> </span>normal.png<span style="color: #BBB"> </span>normal.ktx2
|
||||
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear normal.png normal.ktx
|
||||
mipgen --strip-alpha --kernel<span style="color: #666666">=</span>NORMALS --linear --compression<span style="color: #666666">=</span>uastc_normals <span style="color: #AA5D1F; font-weight: bold">\</span>
|
||||
normal.png normal.ktx2
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component roughness map and a compressed variant.</span>
|
||||
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>roughness.png<span style="color: #BBB"> </span>roughness.ktx
|
||||
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>roughness.png<span style="color: #BBB"> </span>roughness.ktx2
|
||||
mipgen --grayscale roughness.png roughness.ktx
|
||||
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc roughness.png roughness.ktx2
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component metallic map and a compressed variant.</span>
|
||||
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>metallic.png<span style="color: #BBB"> </span>metallic.ktx
|
||||
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>metallic.png<span style="color: #BBB"> </span>metallic.ktx2
|
||||
mipgen --grayscale metallic.png metallic.ktx
|
||||
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc metallic.png metallic.ktx2
|
||||
|
||||
<span style="color: #3D7B7B; font-style: italic"># Create mipmaps for the single-component occlusion map and a compressed variant.</span>
|
||||
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>ao.png<span style="color: #BBB"> </span>ao.ktx
|
||||
mipgen<span style="color: #BBB"> </span>--grayscale<span style="color: #BBB"> </span>--compression<span style="color: #666">=</span>uastc<span style="color: #BBB"> </span>ao.png<span style="color: #BBB"> </span>ao.ktx2
|
||||
mipgen --grayscale ao.png ao.ktx
|
||||
mipgen --grayscale --compression<span style="color: #666666">=</span>uastc ao.png ao.ktx2
|
||||
</pre></div>
|
||||
|
||||
<p>For more information on mipgen's arguments and supported formats, do <code>mipgen --help</code>.</p>
|
||||
<p>In a production setting, you'd want to invoke these commands with a script or build system.</p>
|
||||
<p>For more information on mipgen's arguments and supported formats, do <code>mipgen --help</code>.</p>
|
||||
<p>In a production setting, you'd want to invoke these commands with a script or build system.</p>
|
||||
<h2>Bake environment map</h2>
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
|
||||
<p>Much like the <a href="tutorial_redball.html">previous tutorial</a> we need to use Filament's <code>cmgen</code> tool to produce cubemap files.</p>
|
||||
<p>Download <a href="//github.com/google/filament/blob/main/third_party/environments/venetian_crossroads_2k.hdr">venetian_crossroads_2k.hdr</a>, then invoke the following commands in your terminal.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=64</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
|
||||
<span style="color: #008000">cd</span><span style="color: #BBB"> </span>venetian*<span style="color: #BBB"> </span>;<span style="color: #BBB"> </span>mv<span style="color: #BBB"> </span>venetian*_ibl.ktx<span style="color: #BBB"> </span>venetian_crossroads_2k_skybox_tiny.ktx<span style="color: #BBB"> </span>;<span style="color: #BBB"> </span><span style="color: #008000">cd</span><span style="color: #BBB"> </span>-
|
||||
<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: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
|
||||
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
|
||||
cmgen<span style="color: #BBB"> </span>-x<span style="color: #BBB"> </span>.<span style="color: #BBB"> </span>--format<span style="color: #666">=</span>ktx<span style="color: #BBB"> </span>--size<span style="color: #666">=256</span><span style="color: #BBB"> </span>--extract-blur<span style="color: #666">=0</span>.1<span style="color: #BBB"> </span>venetian_crossroads_2k.hdr
|
||||
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
|
||||
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
|
||||
cmgen -x . --format<span style="color: #666666">=</span>ktx --size<span style="color: #666666">=256</span> --extract-blur<span style="color: #666666">=0</span>.1 venetian_crossroads_2k.hdr
|
||||
</pre></div>
|
||||
|
||||
<h2>Define textured material</h2>
|
||||
<p>You might recall the <code>filamat</code> file we generated in the previous tutorial for red plastic. For this
|
||||
demo, we'll create a material that uses textures for several parameters.</p>
|
||||
demo, we'll create a material that uses textures for several parameters.</p>
|
||||
<p>Create the following text file and call it <code>textured.mat</code>. Note that our material definition now
|
||||
requires a <code>uv0</code> attribute.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>material {
|
||||
@@ -90,7 +90,7 @@ fragment {
|
||||
</pre></div>
|
||||
|
||||
<p>Next, invoke <code>matc</code> as follows.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>matc<span style="color: #BBB"> </span>-a<span style="color: #BBB"> </span>opengl<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span>mobile<span style="color: #BBB"> </span>-o<span style="color: #BBB"> </span>textured.filamat<span style="color: #BBB"> </span>textured.mat
|
||||
<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
|
||||
@@ -100,65 +100,65 @@ materials, consult the official document describing the <a href="https://google.
|
||||
<p>Create a text file called <code>suzanne.html</code> and copy over the HTML that we used in the <a href="tutorial_redball.html">previous
|
||||
tutorial</a>. Change the last script tag from <code>redball.js</code> to <code>suzanne.js</code>. Next, create <code>suzanne.js</code>
|
||||
with the following content.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #3D7B7B; font-style: italic">// TODO: declare asset URLs</span>
|
||||
<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: #BBB"> </span>filamat_url,<span style="color: #BBB"> </span>filamesh_url,<span style="color: #BBB"> </span>sky_small_url,<span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span>],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=><span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App(<span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666">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: #BBB"> </span>App<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>(canvas)<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>canvas;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(canvas);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createScene();
|
||||
<span style="color: #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: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>material<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>material.createInstance();
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>material<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createMaterial(filamat_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>material.createInstance();<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamesh<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.suzanne<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>filamesh.renderable;
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>filamesh<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.loadFilamesh(filamesh_url,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.suzanne<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>filamesh.renderable;<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: fetch larger assets</span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create sky box and IBL</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: initialize gltumble</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: fetch larger assets</span><span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.swapChain<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSwapChain();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createRenderer();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createView();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">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: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>eye<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>],<span style="color: #BBB"> </span>center<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>],<span style="color: #BBB"> </span>up<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>];
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #BBB"> </span>center,<span style="color: #BBB"> </span>up);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>eye<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>],<span style="color: #bbbbbb"> </span>center<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>],<span style="color: #bbbbbb"> </span>up<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>[<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>];<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.lookAt(eye,<span style="color: #bbbbbb"> </span>center,<span style="color: #bbbbbb"> </span>up);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #BBB"> </span>}
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.resize();<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #BBB"> </span>}
|
||||
<span style="color: #bbbbbb"> </span>render()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: apply gltumble matrix</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.renderer.render(<span style="color: #008000; font-weight: bold">this</span>.swapChain,<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
|
||||
<span style="color: #bbbbbb"> </span>resize()<span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>dpr<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.devicePixelRatio;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #bbbbbb"> </span><span style="color: #666666">*</span><span style="color: #bbbbbb"> </span>dpr;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>width,<span style="color: #bbbbbb"> </span>height]);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Fov,<span style="color: #BBB"> </span>fov<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666"><</span><span style="color: #BBB"> </span><span style="color: #666">1</span><span style="color: #BBB"> </span><span style="color: #666">?</span><span style="color: #BBB"> </span>Fov.HORIZONTAL<span style="color: #BBB"> </span><span style="color: #666">:</span><span style="color: #BBB"> </span>Fov.VERTICAL;
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.camera.setProjectionFov(<span style="color: #666">45</span>,<span style="color: #BBB"> </span>aspect,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>,<span style="color: #BBB"> </span><span style="color: #666">10.0</span>,<span style="color: #BBB"> </span>fov);
|
||||
<span style="color: #BBB"> </span>}
|
||||
}
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Fov<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$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
|
||||
<p>Our app will only require a subset of assets to be present for <code>App</code> construction. We'll download
|
||||
the other assets after construction. By using a progressive loading strategy, we can reduce the
|
||||
perceived load time.</p>
|
||||
<p>Next we need to supply the URLs for various assets. This is actually a bit tricky, because different
|
||||
@@ -171,85 +171,85 @@ string -- which might be empty.</p>
|
||||
<p>In our case, we know that our web server will have <code>astc</code> and <code>s3tc</code> variants for albedo, and <code>etc</code>
|
||||
variants for the other textures. The uncompressed variants (empty string) are always available as a
|
||||
last resort. Go ahead and replace the <strong>declare asset URLs</strong> comment with the following snippet.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo_suffix<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">'astc s3tc_srgb'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>texture_suffix<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.getSupportedFormatSuffix(<span style="color: #BA2121">'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: #BBB"> </span>environ<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">'venetian_crossroads_2k'</span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ibl_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_ibl.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_small_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox_tiny.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sky_large_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">/</span><span style="color: #A45A77; font-weight: bold">${</span>environ<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">_skybox.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`albedo</span><span style="color: #A45A77; font-weight: bold">${</span>albedo_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ao_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`ao</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>metallic_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`metallic</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>normal_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`normal</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>roughness_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">`roughness</span><span style="color: #A45A77; font-weight: bold">${</span>texture_suffix<span style="color: #A45A77; font-weight: bold">}</span><span style="color: #BA2121">.ktx`</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamat_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">'textured.filamat'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>filamesh_url<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #BA2121">'suzanne.filamesh'</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>environ<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">'venetian_crossroads_2k'</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ibl_url<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #BA2121">`</span><span style="color: #A45A77; font-weight: bold">${</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: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_small_url);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666">100000</span>);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setIndirectLight(<span style="color: #008000; font-weight: bold">this</span>.indirectLight);
|
||||
<p>Next, let's create the low-resolution skybox and IBL in the <code>App</code> constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_small_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createIblFromKtx1(ibl_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.indirectLight.setIntensity(<span style="color: #666666">100000</span>);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.setIndirectLight(<span style="color: #008000; font-weight: bold">this</span>.indirectLight);<span style="color: #bbbbbb"></span>
|
||||
</pre></div>
|
||||
|
||||
<p>This allows users to see a reasonable background fairly quickly, before larger assets have finished
|
||||
loading in.</p>
|
||||
<h2>Fetch assets asychronously</h2>
|
||||
<p>Next we'll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
|
||||
<p>Next we'll invoke the <code>Filament.fetch</code> function from within the app constructor. This function is
|
||||
very similar to <code>Filament.init</code>. It takes a list of asset URLs and a callback function that triggers
|
||||
when the assets have finished downloading.</p>
|
||||
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
|
||||
<p>In our callback, we'll make several <code>setTextureParameter</code> calls on the material instance, then we'll
|
||||
recreate the skybox using a higher-resolution texture. As a last step we unhide the renderable that
|
||||
was created in the app constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>Filament.fetch([sky_large_url,<span style="color: #BBB"> </span>albedo_url,<span style="color: #BBB"> </span>roughness_url,<span style="color: #BBB"> </span>metallic_url,<span style="color: #BBB"> </span>normal_url,<span style="color: #BBB"> </span>ao_url],<span style="color: #BBB"> </span>()<span style="color: #BBB"> </span>=><span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>albedo<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(albedo_url,<span style="color: #BBB"> </span>{srgb<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">true</span>});
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>roughness<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(roughness_url);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>metallic<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(metallic_url);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>normal<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(normal_url);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>ao<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(ao_url);
|
||||
<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.createTextureFromKtx2(albedo_url,<span style="color: #bbbbbb"> </span>{srgb<span style="color: #666666">:</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">true</span>});<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>roughness<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(roughness_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>metallic<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(metallic_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>normal<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(normal_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>ao<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createTextureFromKtx2(ao_url);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>sampler<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Filament.TextureSampler(
|
||||
<span style="color: #BBB"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
|
||||
<span style="color: #BBB"> </span>Filament.MagFilter.LINEAR,
|
||||
<span style="color: #BBB"> </span>Filament.WrapMode.CLAMP_TO_EDGE);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>sampler<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #AA22FF; font-weight: bold">new</span><span style="color: #bbbbbb"> </span>Filament.TextureSampler(<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>Filament.MinFilter.LINEAR_MIPMAP_LINEAR,<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>Filament.MagFilter.LINEAR,<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>Filament.WrapMode.CLAMP_TO_EDGE);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'albedo'</span>,<span style="color: #BBB"> </span>albedo,<span style="color: #BBB"> </span>sampler);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'roughness'</span>,<span style="color: #BBB"> </span>roughness,<span style="color: #BBB"> </span>sampler);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'metallic'</span>,<span style="color: #BBB"> </span>metallic,<span style="color: #BBB"> </span>sampler);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'normal'</span>,<span style="color: #BBB"> </span>normal,<span style="color: #BBB"> </span>sampler);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.matinstance.setTextureParameter(<span style="color: #BA2121">'ao'</span>,<span style="color: #BBB"> </span>ao,<span style="color: #BBB"> </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: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #3D7B7B; font-style: italic">// Replace low-res skybox with high-res skybox.</span><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.destroySkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.skybox<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.createSkyFromKtx1(sky_large_url);<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">this</span>.scene.setSkybox(<span style="color: #008000; font-weight: bold">this</span>.skybox);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #BBB"> </span><span style="color: #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>
|
||||
<p>Add the following script tag to your HTML file. This imports a small third-party library that
|
||||
listens for drag events and computes a rotation matrix.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">"//unpkg.com/gltumble"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">"//unpkg.com/gltumble"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||
</pre></div>
|
||||
|
||||
<p>Next, replace the <strong>initialize gltumble</strong> and <strong>apply gltumble matrix</strong> comments with the following
|
||||
two code snippets.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.trackball<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>Trackball(canvas,<span style="color: #BBB"> </span>{startSpin<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #666">0.035</span>});
|
||||
<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: #BBB"> </span>tcm<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>inst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.suzanne);
|
||||
tcm.setTransform(inst,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.trackball.getMatrix());
|
||||
inst.<span style="color: #A2F; font-weight: bold">delete</span>();
|
||||
<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
|
||||
<p>That's it, we now have a fast-loading interactive demo. The complete JavaScript file is available
|
||||
<a href="tutorial_suzanne.js">here</a>.</p>
|
||||
|
||||
</body>
|
||||
|
||||
@@ -8,30 +8,30 @@
|
||||
<div class="demo_frame"><iframe src="demo_triangle.html"></iframe><a href="demo_triangle.html">🔗</a></div>
|
||||
<h2>Literate programming</h2>
|
||||
<p>The markdown source for this tutorial is not only used to generate this
|
||||
web page, it's also used to generate the JavaScript for the above demo.
|
||||
web page, it's also used to generate the JavaScript for the above demo.
|
||||
We use a small Python script for weaving (generating HTML) and tangling
|
||||
(generating JS). In the code samples, you'll often see
|
||||
(generating JS). In the code samples, you'll often see
|
||||
<code>// TODO: <some task></code>. These are special markers that get replaced by
|
||||
subsequent code blocks.</p>
|
||||
<h2>Start your project</h2>
|
||||
<p>First, create a text file called <code>triangle.html</code> and fill it with the following HTML. This creates
|
||||
a mobile-friendly page with a full-screen canvas.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #9C6500"><!DOCTYPE html></span>
|
||||
<<span style="color: #008000; font-weight: bold">html</span> <span style="color: #687822">lang</span><span style="color: #666">=</span><span style="color: #BA2121">"en"</span>>
|
||||
<<span style="color: #008000; font-weight: bold">html</span> <span style="color: #687822">lang</span><span style="color: #666666">=</span><span style="color: #BA2121">"en"</span>>
|
||||
<<span style="color: #008000; font-weight: bold">head</span>>
|
||||
<<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: #666">=</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: #666">=</span><span style="color: #BA2121">"viewport"</span> <span style="color: #687822">content</span><span style="color: #666">=</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: #BBB"> </span><span style="color: #008000; font-weight: bold">body</span><span style="color: #BBB"> </span>{<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">margin</span>:<span style="color: #BBB"> </span><span style="color: #666">0</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">overflow</span>:<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">hidden</span>;<span style="color: #BBB"> </span>}
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">canvas</span><span style="color: #BBB"> </span>{<span style="color: #BBB"> </span>touch-action:<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">none</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">width</span>:<span style="color: #BBB"> </span><span style="color: #666">100</span><span style="color: #B00040">%</span>;<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">height</span>:<span style="color: #BBB"> </span><span style="color: #666">100</span><span style="color: #B00040">%</span>;<span style="color: #BBB"> </span>}
|
||||
<span style="color: #BBB"> </span></<span style="color: #008000; font-weight: bold">style</span>>
|
||||
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">charset</span><span style="color: #666666">=</span><span style="color: #BA2121">"utf-8"</span>>
|
||||
<<span style="color: #008000; font-weight: bold">meta</span> <span style="color: #687822">name</span><span style="color: #666666">=</span><span style="color: #BA2121">"viewport"</span> <span style="color: #687822">content</span><span style="color: #666666">=</span><span style="color: #BA2121">"width=device-width,user-scalable=no,initial-scale=1"</span>>
|
||||
<<span style="color: #008000; font-weight: bold">style</span>><span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">body</span><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">margin</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">overflow</span>:<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">hidden</span>;<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">canvas</span><span style="color: #bbbbbb"> </span>{<span style="color: #bbbbbb"> </span>touch-action:<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">none</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">width</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">100</span><span style="color: #B00040">%</span>;<span style="color: #bbbbbb"> </span><span style="color: #008000; font-weight: bold">height</span>:<span style="color: #bbbbbb"> </span><span style="color: #666666">100</span><span style="color: #B00040">%</span>;<span style="color: #bbbbbb"> </span>}<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #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>>
|
||||
<<span style="color: #008000; font-weight: bold">canvas</span>></<span style="color: #008000; font-weight: bold">canvas</span>>
|
||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">"filament.js"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">"//unpkg.com/gl-matrix@2.8.1"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666">=</span><span style="color: #BA2121">"triangle.js"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">"filament.js"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">"//unpkg.com/gl-matrix@2.8.1"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||
<<span style="color: #008000; font-weight: bold">script</span> <span style="color: #687822">src</span><span style="color: #666666">=</span><span style="color: #BA2121">"triangle.js"</span>></<span style="color: #008000; font-weight: bold">script</span>>
|
||||
</<span style="color: #008000; font-weight: bold">body</span>>
|
||||
</<span style="color: #008000; font-weight: bold">html</span>>
|
||||
</pre></div>
|
||||
@@ -48,63 +48,63 @@ a mobile-friendly page with a full-screen canvas.</p>
|
||||
<li><code>triangle.js</code> will contain your application code.</li>
|
||||
</ul>
|
||||
<p>Go ahead and create <code>triangle.js</code> with the following content.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">class</span><span style="color: #BBB"> </span>App<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">constructor</span>()<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: create entities</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.render.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize.bind(<span style="color: #008000; font-weight: bold">this</span>);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.addEventListener(<span style="color: #BA2121">'resize'</span>,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.resize);
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #BBB"> </span>}
|
||||
<span style="color: #BBB"> </span>render()<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
<span style="color: #BBB"> </span>}
|
||||
<span style="color: #BBB"> </span>resize()<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: adjust viewport and canvas</span>
|
||||
<span style="color: #BBB"> </span>}
|
||||
}
|
||||
<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: #BBB"> </span>()<span style="color: #BBB"> </span>=><span style="color: #BBB"> </span>{<span style="color: #BBB"> </span><span style="color: #008000">window</span>.app<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span>App()<span style="color: #BBB"> </span>}<span style="color: #BBB"> </span>);
|
||||
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
|
||||
events.</p>
|
||||
<p><code>Filament.init()</code> consumes two things: a list of asset URLs and a callback.</p>
|
||||
<p>The callback will be triggered only after all assets finish downloading and the Filament module has
|
||||
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'll do most of the
|
||||
become ready. In our callback, we simply instantiated the <code>App</code> object, since we'll do most of the
|
||||
work in its constructor. We also set the app instance into a <code>Window</code> property to make it accessible
|
||||
from the developer console.</p>
|
||||
<p>Go ahead and download <a href="triangle.filamat">triangle.filamat</a> and place it in your project folder.
|
||||
This is a <em>material package</em>, which is a binary file that contains shaders and other bits of data
|
||||
that define a PBR material. We'll learn more about material packages in the next tutorial.</p>
|
||||
that define a PBR material. We'll learn more about material packages in the next tutorial.</p>
|
||||
<h2>Spawn a local server</h2>
|
||||
<p>Because of CORS restrictions, your web app cannot fetch the material package directly from the
|
||||
file system. One way around this is to create a temporary server using Python or node:</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>python3<span style="color: #BBB"> </span>-m<span style="color: #BBB"> </span>http.server<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># Python 3</span>
|
||||
python<span style="color: #BBB"> </span>-m<span style="color: #BBB"> </span>SimpleHTTPServer<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># Python 2.7</span>
|
||||
npx<span style="color: #BBB"> </span>http-server<span style="color: #BBB"> </span>-p<span style="color: #BBB"> </span><span style="color: #666">8000</span><span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic"># nodejs</span>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>python3 -m http.server <span style="color: #3D7B7B; font-style: italic"># Python 3</span>
|
||||
python -m SimpleHTTPServer <span style="color: #3D7B7B; font-style: italic"># Python 2.7</span>
|
||||
npx http-server -p <span style="color: #666666">8000</span> <span style="color: #3D7B7B; font-style: italic"># nodejs</span>
|
||||
</pre></div>
|
||||
|
||||
<p>To see if this works, navigate to <a href="http://localhost:8000">http://localhost:8000</a> and check if you
|
||||
can load the page without any errors appearing in the developer console.</p>
|
||||
<p>Take care not to use Python's simple server in production since it does not serve WebAssembly files
|
||||
<p>Take care not to use Python's simple server in production since it does not serve WebAssembly files
|
||||
with the correct MIME type.</p>
|
||||
<h2>Create the Engine and Scene</h2>
|
||||
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
|
||||
<p>We now have a basic skeleton that can respond to paint and resize events. Let's start adding
|
||||
Filament objects to the app. Insert the following code into the top of the app constructor.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.canvas<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">document</span>.getElementsByTagName(<span style="color: #BA2121">'canvas'</span>)[<span style="color: #666">0</span>];
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Engine.create(<span style="color: #008000; font-weight: bold">this</span>.canvas);
|
||||
<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
|
||||
canvas in order to create a WebGL 2.0 context in its contructor.</p>
|
||||
<p>The engine is a factory for many Filament entities, including <code>Scene</code>, which is a flat container of
|
||||
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
|
||||
entities. Let's go ahead and create a scene, then add a blank entity called <code>triangle</code> into the
|
||||
scene.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.scene<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createScene();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.triangle<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.EntityManager.get().create();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.scene.addEntity(<span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
<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>.
|
||||
@@ -112,30 +112,30 @@ The triangle entity in the above snippet does not yet have an associated compone
|
||||
tutorial we will make it into a <em>renderable</em>. Renderables are entities that have associated draw
|
||||
calls.</p>
|
||||
<h2>Construct typed arrays</h2>
|
||||
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
|
||||
<p>Next we'll create two typed arrays: a positions array with XY coordinates for each vertex, and a
|
||||
colors array with a 32-bit word for each vertex.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>TRIANGLE_POSITIONS<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Float32Array</span>([
|
||||
<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">2</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">2</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.cos(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">4</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),<span style="color: #BBB"> </span><span style="color: #008000">Math</span>.sin(<span style="color: #008000">Math</span>.PI<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span><span style="color: #666">4</span><span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">3</span>),
|
||||
]);
|
||||
<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: #BBB"> </span>TRIANGLE_COLORS<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Uint32Array</span>([<span style="color: #666">0xffff0000</span>,<span style="color: #BBB"> </span><span style="color: #666">0xff00ff00</span>,<span style="color: #BBB"> </span><span style="color: #666">0xff0000ff</span>]);
|
||||
<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: #BBB"> </span>VertexAttribute<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexAttribute;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>AttributeType<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer$AttributeType;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.VertexBuffer.Builder()
|
||||
<span style="color: #BBB"> </span>.vertexCount(<span style="color: #666">3</span>)
|
||||
<span style="color: #BBB"> </span>.bufferCount(<span style="color: #666">2</span>)
|
||||
<span style="color: #BBB"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>AttributeType.FLOAT2,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">8</span>)
|
||||
<span style="color: #BBB"> </span>.attribute(VertexAttribute.COLOR,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>AttributeType.UBYTE4,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">4</span>)
|
||||
<span style="color: #BBB"> </span>.normalized(VertexAttribute.COLOR)
|
||||
<span style="color: #BBB"> </span>.build(engine);
|
||||
<p>Next we'll use the positions and colors buffers to create a single <code>VertexBuffer</code> object.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>VertexAttribute<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexAttribute;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>AttributeType<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer$AttributeType;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.VertexBuffer.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.vertexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.bufferCount(<span style="color: #666666">2</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.POSITION,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span>AttributeType.FLOAT2,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">8</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.attribute(VertexAttribute.COLOR,<span style="color: #bbbbbb"> </span><span style="color: #666666">1</span>,<span style="color: #bbbbbb"> </span>AttributeType.UBYTE4,<span style="color: #bbbbbb"> </span><span style="color: #666666">0</span>,<span style="color: #bbbbbb"> </span><span style="color: #666666">4</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.normalized(VertexAttribute.COLOR)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.build(engine);<span style="color: #bbbbbb"></span>
|
||||
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>TRIANGLE_POSITIONS);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.vb.setBufferAt(engine,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span>TRIANGLE_COLORS);
|
||||
<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
|
||||
@@ -147,74 +147,74 @@ self-documenting.</p>
|
||||
<p>Our app sets up two buffer slots in the vertex buffer, and each slot is associated with a single
|
||||
attribute. Alternatively, we could have interleaved or concatenated these attributes into a single
|
||||
buffer slot.</p>
|
||||
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
|
||||
<p>Next we'll construct an index buffer. The index buffer for our triangle is trivial: it simply holds
|
||||
the integers 0,1,2.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.IndexBuffer.Builder()
|
||||
<span style="color: #BBB"> </span>.indexCount(<span style="color: #666">3</span>)
|
||||
<span style="color: #BBB"> </span>.bufferType(Filament.IndexBuffer$IndexType.USHORT)
|
||||
<span style="color: #BBB"> </span>.build(engine);
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">this</span>.ib<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.IndexBuffer.Builder()<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.indexCount(<span style="color: #666666">3</span>)<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #bbbbbb"> </span>.bufferType(Filament.IndexBuffer$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: #BBB"> </span><span style="color: #A2F; font-weight: bold">new</span><span style="color: #BBB"> </span><span style="color: #008000">Uint16Array</span>([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">2</span>]));
|
||||
<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
|
||||
one buffer slot, and it can only contain two types of data (USHORT or UINT).</p>
|
||||
<h2>Finish up initialization</h2>
|
||||
<p>Next let's construct an actual <code>Material</code> from the material package that was downloaded (the
|
||||
<p>Next let's construct an actual <code>Material</code> from the material package that was downloaded (the
|
||||
material is an object; the package is just a binary blob), then extract the default
|
||||
<code>MaterialInstance</code> from the material object. Material instances have concrete values for their
|
||||
parameters, and they can be bound to renderables. We'll learn more about material instances in the
|
||||
parameters, and they can be bound to renderables. We'll learn more about material instances in the
|
||||
next tutorial.</p>
|
||||
<p>After extracting the material instance, we can finally create a renderable component for the
|
||||
triangle by setting up a bounding box and passing in the vertex and index buffers.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>mat<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createMaterial(<span style="color: #BA2121">'triangle.filamat'</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>matinst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>mat.getDefaultInstance();
|
||||
Filament.RenderableManager.Builder(<span style="color: #666">1</span>)
|
||||
<span style="color: #BBB"> </span>.boundingBox({<span style="color: #BBB"> </span>center<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">-1</span>],<span style="color: #BBB"> </span>halfExtent<span style="color: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]<span style="color: #BBB"> </span>})
|
||||
<span style="color: #BBB"> </span>.material(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>matinst)
|
||||
<span style="color: #BBB"> </span>.geometry(<span style="color: #666">0</span>,<span style="color: #BBB"> </span>Filament.RenderableManager$PrimitiveType.TRIANGLES,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.vb,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.ib)
|
||||
<span style="color: #BBB"> </span>.build(engine,<span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
<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
|
||||
<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: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createSwapChain();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.renderer<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createRenderer();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createCamera(Filament.EntityManager.get().create());
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>engine.createView();
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setCamera(<span style="color: #008000; font-weight: bold">this</span>.camera);
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setScene(<span style="color: #008000; font-weight: bold">this</span>.scene);
|
||||
<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: #666">:</span><span style="color: #BBB"> </span>[<span style="color: #666">0.0</span>,<span style="color: #BBB"> </span><span style="color: #666">0.1</span>,<span style="color: #BBB"> </span><span style="color: #666">0.2</span>,<span style="color: #BBB"> </span><span style="color: #666">1.0</span>],<span style="color: #BBB"> </span>clear<span style="color: #666">:</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">true</span>});
|
||||
<span style="color: #3D7B7B; font-style: italic">// 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.
|
||||
<p>At this point, we're done creating all Filament entities, and the code should run without errors.
|
||||
However the canvas is still blank!</p>
|
||||
<h2>Render and resize handlers</h2>
|
||||
<p>Recall that our App class has a skeletal render method, which the browser calls every time it needs
|
||||
to repaint. Often this is 60 times a second.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span>render()<span style="color: #BBB"> </span>{
|
||||
<span style="color: #BBB"> </span><span style="color: #3D7B7B; font-style: italic">// TODO: render scene</span>
|
||||
<span style="color: #BBB"> </span><span style="color: #008000">window</span>.requestAnimationFrame(<span style="color: #008000; font-weight: bold">this</span>.render);
|
||||
}
|
||||
<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
|
||||
<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: #BBB"> </span>radians<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">Date</span>.now()<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span><span style="color: #666">1000</span>;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>transform<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>mat4.fromRotation(mat4.create(),<span style="color: #BBB"> </span>radians,<span style="color: #BBB"> </span>[<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>]);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>tcm<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.engine.getTransformManager();
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>inst<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>tcm.getInstance(<span style="color: #008000; font-weight: bold">this</span>.triangle);
|
||||
tcm.setTransform(inst,<span style="color: #BBB"> </span>transform);
|
||||
inst.<span style="color: #A2F; font-weight: bold">delete</span>();
|
||||
<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: #BBB"> </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
|
||||
@@ -225,19 +225,19 @@ that it wants to skip a frame, hence the <code>if</code> statement.</p>
|
||||
<p>One last step. Add the following code to the resize method. This adjusts the resolution of the
|
||||
rendering surface when the window size changes, taking <code>devicePixelRatio</code> into account for high-DPI
|
||||
displays. It also adjusts the camera frustum accordingly.</p>
|
||||
<div class="highlight" style="background: #f8f8f8"><pre style="line-height: 125%;"><span></span><span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>dpr<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.devicePixelRatio;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.width<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerWidth<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000; font-weight: bold">this</span>.canvas.height<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span><span style="color: #008000">window</span>.innerHeight<span style="color: #BBB"> </span><span style="color: #666">*</span><span style="color: #BBB"> </span>dpr;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.view.setViewport([<span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span>width,<span style="color: #BBB"> </span>height]);
|
||||
<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: #BBB"> </span>aspect<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>width<span style="color: #BBB"> </span><span style="color: #666">/</span><span style="color: #BBB"> </span>height;
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #BBB"> </span>Projection<span style="color: #BBB"> </span><span style="color: #666">=</span><span style="color: #BBB"> </span>Filament.Camera$Projection;
|
||||
<span style="color: #008000; font-weight: bold">this</span>.camera.setProjection(Projection.ORTHO,<span style="color: #BBB"> </span><span style="color: #666">-</span>aspect,<span style="color: #BBB"> </span>aspect,<span style="color: #BBB"> </span><span style="color: #666">-1</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>,<span style="color: #BBB"> </span><span style="color: #666">0</span>,<span style="color: #BBB"> </span><span style="color: #666">1</span>);
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>aspect<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>width<span style="color: #bbbbbb"> </span><span style="color: #666666">/</span><span style="color: #bbbbbb"> </span>height;<span style="color: #bbbbbb"></span>
|
||||
<span style="color: #008000; font-weight: bold">const</span><span style="color: #bbbbbb"> </span>Projection<span style="color: #bbbbbb"> </span><span style="color: #666666">=</span><span style="color: #bbbbbb"> </span>Filament.Camera$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
|
||||
<a href="tutorial_triangle.js">here</a>.</p>
|
||||
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we'll take a closer look at Filament materials and 3D rendering.</p>
|
||||
<p>In the <a href="tutorial_redball.html">next tutorial</a>, we'll take a closer look at Filament materials and 3D rendering.</p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
|
||||
7
docs_src/.gitignore
vendored
@@ -1,5 +1,2 @@
|
||||
build/__pycache__
|
||||
src_mdbook/book
|
||||
src_mdbook/src/dup/*.md
|
||||
src_mdbook/src/main/filament.md
|
||||
src_mdbook/src/main/materials.md
|
||||
book
|
||||
src/dup/*.md
|
||||
|
||||
@@ -10,8 +10,8 @@ create-missing = false
|
||||
|
||||
[output.html]
|
||||
mathjax-support = true
|
||||
default-theme = "ayu"
|
||||
preferred-dark-theme = "ayu"
|
||||
default-theme = "light"
|
||||
preferred-dark-theme = "light"
|
||||
|
||||
[output.html.print]
|
||||
enable = false
|
||||
@@ -30,23 +30,21 @@ from utils import execute, ArgParseImpl
|
||||
CUR_DIR = os.path.dirname(os.path.abspath(__file__))
|
||||
ROOT_DIR = os.path.join(CUR_DIR, '../../')
|
||||
|
||||
DOCS_SRC_DIR = os.path.abspath(os.path.join(CUR_DIR, '../'))
|
||||
MARKDEEP_SRC_DIR = os.path.join(DOCS_SRC_DIR, 'src_markdeep')
|
||||
MDBOOK_SRC_DIR = os.path.join(DOCS_SRC_DIR, 'src_mdbook')
|
||||
RAW_SRC_DIR = os.path.join(DOCS_SRC_DIR, 'src_raw')
|
||||
|
||||
SRC_SRC_DIRS = [MARKDEEP_SRC_DIR, MDBOOK_SRC_DIR, RAW_SRC_DIR]
|
||||
def get_last_commit_hash():
|
||||
res, ret = execute('git rev-parse HEAD', cwd=ROOT_DIR)
|
||||
assert res == 0, 'Failed to get the last commit hash'
|
||||
return ret.strip()
|
||||
|
||||
def get_edited_files(commit_hash):
|
||||
INSERT = '#####?????'
|
||||
res, ret = execute(f'git show --name-only --pretty=%b{INSERT} {commit_hash}')
|
||||
assert res == 0, f'Failed to get edited filed {res}: ' + ret
|
||||
assert res == 0, 'Failed to get edited filed'
|
||||
files = []
|
||||
_, after = ret.split(INSERT)
|
||||
for r in filter(lambda a: len(a) > 0, after.split('\n')):
|
||||
if r.startswith('commit'):
|
||||
break
|
||||
files.append(os.path.abspath(os.path.join(ROOT_DIR, r)))
|
||||
files.append(r)
|
||||
return files
|
||||
|
||||
# Returns True if there were no direct edits to '/docs'
|
||||
@@ -61,19 +59,12 @@ def check_has_source_edits(commit_hash, printing=True):
|
||||
config = {}
|
||||
with open(f'{CUR_DIR}/duplicates.json') as config_txt:
|
||||
config = json.loads(config_txt.read())
|
||||
source_files = set(os.path.abspath(os.path.join(ROOT_DIR, k)) for k in config.keys())
|
||||
source_files = set(config.keys())
|
||||
edited_files = set(get_edited_files(commit_hash))
|
||||
|
||||
# find any changes to docs_src sources
|
||||
is_docs_src_edit = lambda f: any(f.startswith(prefix) for prefix in SRC_SRC_DIRS)
|
||||
|
||||
final_edited = [f'\t{f}' for f in \
|
||||
list(source_files & edited_files) + \
|
||||
list(filter(is_docs_src_edit, edited_files))]
|
||||
|
||||
if printing and len(final_edited) > 0:
|
||||
print(f'Found edited source files:\n' + '\n'.join(final_edited))
|
||||
return len(final_edited) > 0
|
||||
overlap = [f'\t{f}' for f in list(source_files & edited_files)]
|
||||
if printing and len(overlap) > 0:
|
||||
print(f'Found edited source files:\n' + '\n'.join(overlap))
|
||||
return len(overlap) > 0
|
||||
|
||||
# Returns true in a given TAG is found in the commit msg
|
||||
def commit_msg_has_tag(commit_hash, tag, printing=True):
|
||||
|
||||
@@ -39,13 +39,13 @@ function download_mdbook() {
|
||||
fi
|
||||
|
||||
local CHECK_UNAME="
|
||||
import sys
|
||||
parts=[a.lower() for a in sys.stdin.read().strip().split(' ')]
|
||||
import sys;
|
||||
parts=[a.lower() for a in sys.stdin.read().strip().split(' ')];
|
||||
def get_type():
|
||||
if 'darwin' in parts:
|
||||
if 'x86_64' in parts:
|
||||
return ${DARWIN_X86}
|
||||
elif 'aarch' in parts or 'arm64' in parts:
|
||||
elif 'aarch' in parts:
|
||||
return ${DARWIN_ARM}
|
||||
elif 'linux' in parts:
|
||||
if 'x86_64' in parts:
|
||||
@@ -63,12 +63,11 @@ print(get_type())
|
||||
echo "*** Need to install Rust ***"
|
||||
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
|
||||
fi
|
||||
source "${HOME}/.cargo/env"
|
||||
if ! (command -v cargo >/dev/null 2>&1); then
|
||||
echo "*** Still cannot find cargo ***"
|
||||
echo "*** Still cannot find `cargo` ***"
|
||||
exit 1
|
||||
fi
|
||||
cargo install --force mdbook
|
||||
cargo install mdbook
|
||||
else
|
||||
# Download prebuilts from github
|
||||
mkdir -p ${HOME}/.cargo/bin
|
||||
|
||||
@@ -1,51 +0,0 @@
|
||||
#!/usr/bin/bash
|
||||
|
||||
# Copyright (C) 2025 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.
|
||||
|
||||
FILAMENT_BOT_TOKEN=$2
|
||||
|
||||
function update_to_main() {
|
||||
python3 docs_src/build/run.py
|
||||
mkdir -p tmp
|
||||
pushd .
|
||||
cd tmp
|
||||
git clone https://x-access-token:${FILAMENT_BOT_TOKEN}@github.com/google/filament.git
|
||||
cd filament
|
||||
rm -rf docs/*
|
||||
cp -r ../../docs_src/src_mdbook/book/* docs
|
||||
git add -A docs/*
|
||||
git commit -a \
|
||||
-m "[automated] Updating /docs due to commit ${COMMIT_HASH:0:7}" \
|
||||
-m "" \
|
||||
-m "Full commit hash is ${COMMIT_HASH}" \
|
||||
-m "" \
|
||||
-m "DOCS_ALLOW_DIRECT_EDITS"
|
||||
|
||||
git push origin main
|
||||
popd
|
||||
}
|
||||
|
||||
COMMIT_HASH=$1
|
||||
HAS_EDITS=$((python3 docs_src/build/checks.py --do-or="source_edits,commit_docs_force" $COMMIT_HASH > /dev/null && echo "true") || echo "false")
|
||||
DO_BYPASS=$((python3 docs_src/build/checks.py --do-and="commit_docs_bypass" $COMMIT_HASH && echo "true") || echo "false")
|
||||
|
||||
if [[ "${HAS_EDITS}" == "true" && "${DO_BYPASS}" == "false" ]]; then
|
||||
# Run again to output the edited files:
|
||||
python3 docs_src/build/checks.py --do-or="source_edits,commit_docs_force" $COMMIT_HASH
|
||||
update_to_main
|
||||
else
|
||||
echo "has edits (to /docs_src): ${HAS_EDITS}"
|
||||
echo "bypass: ${DO_BYPASS}"
|
||||
fi
|
||||
@@ -16,18 +16,12 @@ import json
|
||||
import os
|
||||
import re
|
||||
from utils import execute, ArgParseImpl
|
||||
import shutil
|
||||
|
||||
CUR_DIR = os.path.dirname(os.path.abspath(__file__))
|
||||
DOCS_SRC_DIR = os.path.join(CUR_DIR, '../')
|
||||
ROOT_DIR = os.path.join(CUR_DIR, '../../')
|
||||
|
||||
MDBOOK_DIR = os.path.join(CUR_DIR, '../src_mdbook')
|
||||
BOOK_OUPUT_DIR = os.path.join(MDBOOK_DIR, 'book')
|
||||
SRC_DIR = os.path.join(MDBOOK_DIR, 'src')
|
||||
|
||||
MARKDEEP_DIR = os.path.join(CUR_DIR, '../src_markdeep')
|
||||
RAW_COPIES_DIR = os.path.join(CUR_DIR, '../src_raw')
|
||||
SRC_DIR = os.path.join(CUR_DIR, '../src')
|
||||
MARKDEEP_DIR = os.path.join(CUR_DIR, '../markdeep')
|
||||
DUP_DIR = os.path.join(SRC_DIR, 'dup')
|
||||
MAIN_DIR = os.path.join(SRC_DIR, 'main')
|
||||
|
||||
@@ -130,7 +124,5 @@ if __name__ == "__main__":
|
||||
pull_duplicates()
|
||||
pull_markdeep_docs()
|
||||
|
||||
res, err = execute('mdbook build', cwd=MDBOOK_DIR)
|
||||
res, err = execute('mdbook build', cwd=DOCS_SRC_DIR)
|
||||
assert res == 0, f"failed to execute `mdbook`. return-code={res} err=\"{err}\""
|
||||
|
||||
shutil.copytree(RAW_COPIES_DIR, BOOK_OUPUT_DIR, dirs_exist_ok=True)
|
||||
|
||||
@@ -13,7 +13,7 @@ This document is part of the [Filament project](https://github.com/google/filame
|
||||
## Authors
|
||||
|
||||
- [Romain Guy](https://github.com/romainguy), [@romainguy](https://twitter.com/romainguy)
|
||||
- [Mathias Agopian](https://github.com/pixelflinger), [@pixelflinger](https://bsky.app/profile/pixelflinger.bsky.social)
|
||||
- [Mathias Agopian](https://github.com/pixelflinger), [@darthmoosious](https://twitter.com/darthmoosious)
|
||||
|
||||
# Overview
|
||||
|
||||
@@ -78,27 +78,26 @@ in table [standardProperties].
|
||||
Property | Definition
|
||||
-----------------------:|:---------------------
|
||||
**baseColor** | Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces
|
||||
**roughness** | Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections
|
||||
**metallic** | Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1)
|
||||
**roughness** | Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections
|
||||
**reflectance** | Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections
|
||||
**ambientOcclusion** | Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0
|
||||
**clearCoat** | Strength of the clear coat layer
|
||||
**clearCoatRoughness** | Perceived smoothness or roughness of the clear coat layer
|
||||
**clearCoatNormal** | A detail normal used to perturb the clear coat layer using _bump mapping_ (_normal mapping_)
|
||||
**anisotropy** | Amount of anisotropy in either the tangent or bitangent direction
|
||||
**anisotropyDirection** | Local surface direction in tangent space
|
||||
**thickness** | Thickness of the solid volume of refractive objects
|
||||
**sheenColor** | Strength of the sheen layer
|
||||
**sheenRoughness** | Perceived smoothness or roughness of the sheen layer
|
||||
**emissive** | Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass
|
||||
**clearCoat** | Strength of the clear coat layer
|
||||
**clearCoatRoughness** | Perceived smoothness or roughness of the clear coat layer
|
||||
**anisotropy** | Amount of anisotropy in either the tangent or bitangent direction
|
||||
**anisotropyDirection** | Local surface direction in tangent space
|
||||
**ambientOcclusion** | Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0
|
||||
**normal** | A detail normal used to perturb the surface using _bump mapping_ (_normal mapping_)
|
||||
**postLightingColor** | Additional color that can be blended with the result of the lighting computations. See `postLightingBlending`
|
||||
**absorption** | Absorption factor for refractive objects
|
||||
**transmission** | Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is
|
||||
**ior** | Index of refraction, either for refractive objects or as an alternative to reflectance
|
||||
**microThickness** | Thickness of the thin layer of refractive objects
|
||||
**bentNormal** | A normal pointing in the average unoccluded direction. Can be used to improve indirect lighting quality
|
||||
**shadowStrength** | Strength factor between 0 and 1 for all shadows received by this material
|
||||
**clearCoatNormal** | A detail normal used to perturb the clear coat layer using _bump mapping_ (_normal mapping_)
|
||||
**emissive** | Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass
|
||||
**postLightingColor** | Additional color that can be blended with the result of the lighting computations. See `postLightingBlending`
|
||||
**ior** | Index of refraction, either for refractive objects or as an alternative to reflectance
|
||||
**transmission** | Defines how much of the diffuse light of a dielectric is transmitted through the object, in other words this defines how transparent an object is
|
||||
**absorption** | Absorption factor for refractive objects
|
||||
**microThickness** | Thickness of the thin layer of refractive objects
|
||||
**thickness** | Thickness of the solid volume of refractive objects
|
||||
[Table [standardProperties]: Properties of the standard model]
|
||||
|
||||
The type and range of each property is described in table [standardPropertiesTypes].
|
||||
@@ -992,13 +991,10 @@ Type
|
||||
|
||||
Value
|
||||
: Each entry is an object with the properties `name` and `type`, both of `string` type. The
|
||||
name must be a valid GLSL identifier. Entries have an optional `precision`, which can be
|
||||
name must be a valid GLSL identifier. Entries also have an optional `precision`, which can be
|
||||
one of `default` (best precision for the platform, typically `high` on desktop, `medium` on
|
||||
mobile), `low`, `medium`, `high`. The type must be one of the types described in
|
||||
table [materialParamsTypes]. For Android external textures, entries also have an optional
|
||||
transformName parameter to specify the name of the material parameter that will be
|
||||
used to expose the transform matrix associated with the external sampler. In iOS and Vulkan,
|
||||
this will always be identity.
|
||||
table [materialParamsTypes].
|
||||
|
||||
Type | Description
|
||||
:----------------------|:---------------------------------
|
||||
@@ -1027,11 +1023,8 @@ samplerCubemap | Cubemap texture
|
||||
[Table [materialParamsTypes]: Material parameter types]
|
||||
|
||||
Samplers
|
||||
: Sampler types can have the following fields:
|
||||
- `format` : which can be either `int` or `float` (defaults to `float`).
|
||||
- `multisample` : a boolean to indicate whether the sampler is meant for multisampling (defaults to `false`)
|
||||
- `unfilterable` : a boolean to indicate whether the sampling is not filtered (defaults to `false`)
|
||||
|
||||
: Sampler types can also specify a `format` which can be either `int` or `float` (defaults to
|
||||
`float`).
|
||||
|
||||
Arrays
|
||||
: A parameter can define an array of values by appending `[size]` after the type name, where
|
||||
@@ -1276,9 +1269,6 @@ Description
|
||||
when selecting any shading model that is not `unlit`. See the shader sections of this document
|
||||
for more information on how to access these attributes from the shaders.
|
||||
|
||||
!!! Note: Interaction with custom variables
|
||||
When the `color` attribute is specified, only four custom variables are available instead of five.
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
|
||||
material {
|
||||
parameters : [
|
||||
@@ -1309,7 +1299,7 @@ Type
|
||||
: array of `string`
|
||||
|
||||
Value
|
||||
: Up to 5 strings, each must be a valid GLSL identifier.
|
||||
: Up to 4 strings, each must be a valid GLSL identifier.
|
||||
|
||||
Description
|
||||
: Defines custom interpolants (or variables) that are output by the material's vertex shader.
|
||||
@@ -1325,10 +1315,6 @@ Description
|
||||
particular if `default` is specified the default precision is used is the fragment shader
|
||||
(`mediump`) and in the vertex shader (`highp`).
|
||||
|
||||
!!! Warning: Interaction with required attributes
|
||||
If the `color` attribute is specified in the `required` list, then only four variables can be used
|
||||
instead of five.
|
||||
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
|
||||
material {
|
||||
name : Skybox,
|
||||
@@ -18,8 +18,6 @@
|
||||
- [Metal](./notes/metal_debugging.md)
|
||||
- [Vulkan](./notes/vulkan_debugging.md)
|
||||
- [SPIR-V](./notes/spirv_debugging.md)
|
||||
- [Running with ASAN and UBSAN](./notes/asan_ubsan.md)
|
||||
- [Using Instruments on macOS](./notes/instruments.md)
|
||||
- [Libraries](./notes/libs.md)
|
||||
- [bluegl](./dup/bluegl.md)
|
||||
- [bluevk](./dup/bluevk.md)
|
||||
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