mipgen can now emit basis-encoded KTX2 files. Both the desktop and
web "suzanne" samples use this as a test for compressed textures.
This PR does not add KTX2 support to glTF, but it's on the way.
`BasisEncoder` has a builder style API that calls the basis encoder to
create KTX2 files. This hides some low-level BasisU features that we are
not using, like file I/O and mipmap generation.
`Ktx2Reader` is an easy-to-use API for creating Filament textures from
KTX2 files. Its API primarily consists of these two methods:
bool requestFormat(Texture::InternalFormat format);
Filament::Texture* load(const uint8_t* data, size_t size);
The first method is used to build an ordered list of formats that are
supported by your hardware. The second method consumes the contents of a
basis-encoded KTX2 file and attempts to produce a Filament texture with
a preferred format.
IMPORTANT: Our tools still let you use KTX1 for non-compressed images
because it is useful for HDR, but you can no longer use KTX1 for
block-compressed data.
Partial fix for #4771.
125 lines
4.6 KiB
HTML
125 lines
4.6 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>Filament Parquet</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: 100%; }
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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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const iblfile = 'default_env/default_env_ibl.ktx';
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const skyfile = 'default_env/default_env_skybox.ktx';
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Filament.init([
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'parquet.filamat',
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'shader_ball.filamesh',
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'floor_ao_roughness_metallic.png',
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'floor_basecolor.jpg',
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'floor_normal.png',
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iblfile, skyfile
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], () => {
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window.VertexAttribute = Filament.VertexAttribute;
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window.AttributeType = Filament.VertexBuffer$AttributeType;
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window.PrimitiveType = Filament.RenderableManager$PrimitiveType;
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window.IndexType = Filament.IndexBuffer$IndexType;
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window.Fov = Filament.Camera$Fov;
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window.LightType = Filament.LightManager$Type;
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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);
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this.scene = engine.createScene();
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const sunlight = Filament.EntityManager.get().create();
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Filament.LightManager.Builder(LightType.SUN)
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.color([0.98, 0.92, 0.89])
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.intensity(100000.0)
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.direction([0.6, -1.0, -0.8])
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.castShadows(true)
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.sunAngularRadius(1.9)
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.sunHaloSize(10.0)
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.sunHaloFalloff(80.0)
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.build(engine, sunlight);
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this.scene.addEntity(sunlight);
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const indirectLight = this.ibl = engine.createIblFromKtx1(iblfile);
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this.scene.setIndirectLight(indirectLight);
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const radians = 1.0;
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indirectLight.setRotation(mat3.fromRotation(mat3.create(), radians, [0, 1, 0]))
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indirectLight.setIntensity(10000);
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const skybox = engine.createSkyFromKtx1(skyfile);
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this.scene.setSkybox(skybox);
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const material = engine.createMaterial('parquet.filamat');
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const matinstance = material.createInstance();
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const sampler = new Filament.TextureSampler(
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Filament.MinFilter.LINEAR_MIPMAP_LINEAR,
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Filament.MagFilter.LINEAR,
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Filament.WrapMode.REPEAT);
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const ao = engine.createTextureFromPng('floor_ao_roughness_metallic.png');
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const basecolor = engine.createTextureFromJpeg('floor_basecolor.jpg', {'srgb': true});
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const normal = engine.createTextureFromPng('floor_normal.png');
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matinstance.setTextureParameter('aoRoughnessMetallic', ao, sampler)
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matinstance.setTextureParameter('baseColor', basecolor, sampler)
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matinstance.setTextureParameter('normal', normal, sampler)
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const mesh = engine.loadFilamesh('shader_ball.filamesh', matinstance);
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this.shaderball = mesh.renderable;
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this.scene.addEntity(mesh.renderable);
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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.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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const transform = mat4.fromRotation(mat4.create(), radians, [0, 1, 0]);
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const tcm = this.engine.getTransformManager();
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const inst = tcm.getInstance(this.shaderball);
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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, 1.8, 5], center = [0, 1, -1], 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(45, 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>
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