Introduce a new cube sample that utilizes the feature level 0 (FL0) on the web. The `Engine.create` method accepts `config` as an argument, allowing users to explicitly request a GLES 2.0 context. In addition, this change helps a future implementation of asynchronous support for web, allowing the asynchronous mode to be turned on via the configuration setting. BUGS=[476134614]
187 lines
5.9 KiB
HTML
187 lines
5.9 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>Filament Cube</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 {
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margin: 0;
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overflow: hidden;
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}
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canvas {
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touch-action: none;
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width: 100%;
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height: 100%;
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}
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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>
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Filament.init(['nonlit_fl0.filamat'], () => {
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window.VertexAttribute = Filament.VertexAttribute;
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window.AttributeType = Filament.VertexBuffer$AttributeType;
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window.Projection = Filament.Camera$Projection;
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window.Fov = Filament.Camera$Fov;
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window.app = new App(document.getElementsByTagName('canvas')[0]);
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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, {}, { forceGLES2Context: true });
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console.log("Engine Config forceGLES2Context:", engine.getConfig().forceGLES2Context);
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this.scene = engine.createScene();
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this.cube = Filament.EntityManager.get().create();
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this.scene.addEntity(this.cube);
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const CUBE_POSITIONS = new Float32Array([
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// Front face
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-1.0, -1.0, 1.0,
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1.0, -1.0, 1.0,
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1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0,
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// Back face
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-1.0, -1.0, -1.0,
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-1.0, 1.0, -1.0,
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1.0, 1.0, -1.0,
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1.0, -1.0, -1.0,
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// Top face
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-1.0, 1.0, -1.0,
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-1.0, 1.0, 1.0,
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1.0, 1.0, 1.0,
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1.0, 1.0, -1.0,
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// Bottom face
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-1.0, -1.0, -1.0,
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1.0, -1.0, -1.0,
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1.0, -1.0, 1.0,
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-1.0, -1.0, 1.0,
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// Right face
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1.0, -1.0, -1.0,
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1.0, 1.0, -1.0,
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1.0, 1.0, 1.0,
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1.0, -1.0, 1.0,
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// Left face
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-1.0, -1.0, -1.0,
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-1.0, -1.0, 1.0,
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-1.0, 1.0, 1.0,
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-1.0, 1.0, -1.0,
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]);
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const CUBE_COLORS = new Uint32Array([
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// Front face (red)
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0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
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// Back face (green)
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0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
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// Top face (blue)
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0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
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// Bottom face (yellow)
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0xff00ffff, 0xff00ffff, 0xff00ffff, 0xff00ffff,
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// Right face (magenta)
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0xffff00ff, 0xffff00ff, 0xffff00ff, 0xffff00ff,
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// Left face (cyan)
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0xffffff00, 0xffffff00, 0xffffff00, 0xffffff00,
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]);
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const CUBE_INDICES = new Uint16Array([
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0, 1, 2, 0, 2, 3, // front
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4, 5, 6, 4, 6, 7, // back
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8, 9, 10, 8, 10, 11, // top
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12, 13, 14, 12, 14, 15, // bottom
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16, 17, 18, 16, 18, 19, // right
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20, 21, 22, 20, 22, 23, // left
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]);
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this.vb = Filament.VertexBuffer.Builder()
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.vertexCount(24)
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.bufferCount(2)
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.attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT3, 0, 12)
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.attribute(VertexAttribute.COLOR, 1, AttributeType.UBYTE4, 0, 4)
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.normalized(VertexAttribute.COLOR)
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.build(engine);
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this.vb.setBufferAt(engine, 0, CUBE_POSITIONS);
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this.vb.setBufferAt(engine, 1, CUBE_COLORS);
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this.ib = Filament.IndexBuffer.Builder()
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.indexCount(36)
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.bufferType(Filament.IndexBuffer$IndexType.USHORT)
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.build(engine);
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this.ib.setBuffer(engine, CUBE_INDICES);
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const mat = engine.createMaterial('nonlit_fl0.filamat');
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const matinst = mat.getDefaultInstance();
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Filament.RenderableManager.Builder(1)
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.boundingBox({ center: [-1, -1, -1], halfExtent: [1, 1, 1] })
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.material(0, matinst)
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.geometry(0, Filament.RenderableManager$PrimitiveType.TRIANGLES, this.vb, this.ib)
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.build(engine, this.cube);
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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.setSampleCount(4);
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this.view.setCamera(this.camera);
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this.view.setScene(this.scene);
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this.view.setPostProcessingEnabled(false);
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this.renderer.setClearOptions({ clearColor: [0.0, 0.1, 0.2, 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 radians = Date.now() / 1000;
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// Combine rotations around Y and X axes for a spinning effect
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const transformY = mat4.fromRotation(mat4.create(), radians, [0, 1, 0]);
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const transformX = mat4.fromRotation(mat4.create(), radians * 0.5, [1, 0, 0]);
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const transform = mat4.multiply(mat4.create(), transformY, transformX);
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const tcm = this.engine.getTransformManager();
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const inst = tcm.getInstance(this.cube);
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tcm.setTransform(inst, transform);
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inst.delete();
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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 = window.innerWidth * dpr;
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const height = this.canvas.height = window.innerHeight * 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(90, aspect, 1.0, 10.0, fov);
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}
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}
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</script>
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</body>
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</html> |