* Refactor web examples and tutorials - Consolidate web/docs and web/samples into web/examples - Remove literal programming blocks from Markdown tutorials - Replace tutorial_template.html with a fully embedded template in serve.py - Move serve.py to web/examples/serve.py and update dependency rules - Update filament-js wrapper to expose _malloc, _free and set GEN_MIPMAPPABLE usage - Update sample materials and WebGL asset generation within web/examples/CMakeLists.txt - Add python venv instructions and usage details to web/README.md - Remove obsolete examples, Pipfile, and demo templates * Transfer web tutorials and samples to docs_src - Introduce copy_web_docs.py api to deploy and rewrite web sample outputs into the docs output tree - Hook copy_web_docs into docs_src/build/run.py natively - Configure duplicates.json to map WebGL outputs to embedded .md docs - Strip html skeleton out of examples in run.py so they map into markdown cleanly - Update update-docs workflow to pre-build the WebGL target - Remove obsolete remote docs path from src_raw - Add explanatory comments to copy_web_docs.py and run.py - Add index page with thumbnails for Web Tutorials and samples
108 lines
3.7 KiB
HTML
108 lines
3.7 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>glTF Morphing</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width,user-scalable=no,initial-scale=1">
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<link href="../favicon.png" rel="icon" type="image/x-icon" />
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { touch-action: none; width: 100%; height: 400px; border: 1px solid black; }
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</style>
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</head>
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<body>
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<canvas></canvas>
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<script src="../filament.js"></script>
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<script src="../gl-matrix-min.js"></script>
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<script src="../gltumble.min.js"></script>
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<script>
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const mesh_url = "AnimatedMorphCube.glb";
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const ibl_url = "default_env/default_env_ibl.ktx";
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const sky_url = "default_env/default_env_skybox.ktx";
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Filament.init([mesh_url, ibl_url, sky_url], () => {
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window.gltfio = Filament.gltfio;
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window.Fov = Filament.Camera$Fov;
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window.app = new App(document.querySelector("canvas"));
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});
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class App {
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constructor(canvas) {
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this.canvas = canvas;
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const engine = this.engine = Filament.Engine.create(this.canvas);
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const scene = this.scene = engine.createScene();
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const sunlight = Filament.EntityManager.get().create();
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Filament.LightManager.Builder(Filament.LightManager$Type.SUN).direction([0, 0, -1]).build(engine, sunlight);
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this.scene.addEntity(sunlight);
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const indirectLight = engine.createIblFromKtx1(ibl_url);
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indirectLight.setIntensity(50000);
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this.scene.setIndirectLight(indirectLight);
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const skybox = engine.createSkyFromKtx1(sky_url);
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this.scene.setSkybox(skybox);
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this.trackball = new Trackball(canvas, {startSpin: 0.035});
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const loader = engine.createAssetLoader();
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const asset = this.asset = loader.createAsset(mesh_url);
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const onDone = () => {
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loader.delete();
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scene.addEntities(asset.getEntities());
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this.animator = asset.getInstance().getAnimator();
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this.animationStartTime = Date.now();
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};
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asset.loadResources(onDone);
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this.swapChain = engine.createSwapChain();
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this.renderer = engine.createRenderer();
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this.camera = engine.createCamera(Filament.EntityManager.get().create());
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this.view = engine.createView();
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this.view.setCamera(this.camera);
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this.view.setScene(this.scene);
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this.renderer.setClearOptions({clearColor: [0.6, 0.6, 0.6, 1.0], clear: true});
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this.resize();
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this.render = this.render.bind(this);
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this.resize = this.resize.bind(this);
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window.addEventListener("resize", this.resize);
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window.requestAnimationFrame(this.render);
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}
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render() {
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const tcm = this.engine.getTransformManager();
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const inst = tcm.getInstance(this.asset.getRoot());
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tcm.setTransform(inst, this.trackball.getMatrix());
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inst.delete();
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if (this.animator) {
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const ms = Date.now() - this.animationStartTime;
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this.animator.applyAnimation(0, ms / 1000);
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this.animator.updateBoneMatrices();
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}
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this.renderer.render(this.swapChain, this.view);
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window.requestAnimationFrame(this.render);
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}
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resize() {
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const dpr = window.devicePixelRatio;
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const width = this.canvas.width = this.canvas.clientWidth * dpr;
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const height = this.canvas.height = this.canvas.clientHeight * dpr;
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this.view.setViewport([0, 0, width, height]);
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const eye = [0, 0, 5], center = [0, 0, 0], up = [0, 1, 0];
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this.camera.lookAt(eye, center, up);
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const aspect = width / height;
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const fov = aspect < 1 ? Fov.HORIZONTAL : Fov.VERTICAL;
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this.camera.setProjectionFov(30, aspect, 1.0, 20.0, fov);
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}
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}
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</script>
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</body>
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</html>
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