348 lines
14 KiB
JavaScript
348 lines
14 KiB
JavaScript
/*
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* Copyright (C) 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// Private utility that converts an asset string or Uint8Array into a low-level buffer descriptor.
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// Note that the low-level buffer descriptor must be manually deleted.
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function getBufferDescriptor(buffer) {
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if ('string' == typeof buffer || buffer instanceof String) {
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buffer = Filament.assets[buffer];
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}
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if (buffer.buffer instanceof ArrayBuffer) {
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buffer = Filament.Buffer(buffer);
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}
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return buffer;
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}
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Filament.loadClassExtensions = function() {
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/// Engine ::core class::
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/// create ::static method:: Creates an Engine instance for the given canvas.
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/// canvas ::argument:: the canvas DOM element
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/// options ::argument:: optional WebGL 2.0 context configuration
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/// ::retval:: an instance of [Engine]
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Filament.Engine.create = function(canvas, options) {
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const defaults = {
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majorVersion: 2,
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minorVersion: 0,
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antialias: false,
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depth: true,
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alpha: false
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};
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options = Object.assign(defaults, options);
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// Create the WebGL 2.0 context and register it with emscripten.
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const ctx = canvas.getContext("webgl2", options);
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const handle = GL.registerContext(ctx, options);
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GL.makeContextCurrent(handle);
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// Enable all desired extensions by calling getExtension on each one.
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ctx.getExtension('WEBGL_compressed_texture_s3tc');
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ctx.getExtension('WEBGL_compressed_texture_astc');
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ctx.getExtension('WEBGL_compressed_texture_etc');
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return Filament.Engine._create();
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};
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/// createMaterial ::method::
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/// package ::argument:: asset string, or Uint8Array, or [Buffer] with filamat contents
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/// ::retval:: an instance of [createMaterial]
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Filament.Engine.prototype.createMaterial = function(buffer) {
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buffer = getBufferDescriptor(buffer);
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const result = this._createMaterial(buffer);
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buffer.delete();
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return result;
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};
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/// createTextureFromKtx ::method:: Utility function that creates a [Texture] from a KTX file.
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/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with KTX file contents
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/// options ::argument:: Options dictionary.
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/// ::retval:: [Texture]
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Filament.Engine.prototype.createTextureFromKtx = function(buffer, options) {
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buffer = getBufferDescriptor(buffer);
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const result = Filament._createTextureFromKtx(buffer, this, options);
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buffer.delete();
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return result;
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};
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/// createIblFromKtx ::method:: Utility that creates an [IndirectLight] from a KTX file.
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/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with KTX file contents
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/// options ::argument:: Options dictionary.
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/// ::retval:: [IndirectLight]
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Filament.Engine.prototype.createIblFromKtx = function(buffer, options) {
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buffer = getBufferDescriptor(buffer);
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const result = Filament._createIblFromKtx(buffer, this, options);
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buffer.delete();
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return result;
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};
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/// createSkyFromKtx ::method:: Utility function that creates a [Skybox] from a KTX file.
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/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with KTX file contents
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/// options ::argument:: Options dictionary.
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/// ::retval:: [Skybox]
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Filament.Engine.prototype.createSkyFromKtx = function(buffer, options) {
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const skytex = this.createTextureFromKtx(buffer, options);
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return Filament.Skybox.Builder().environment(skytex).build(this);
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};
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/// createTextureFromPng ::method:: Creates a 2D [Texture] from the raw contents of a PNG file.
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/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with PNG file contents
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/// options ::argument:: object with optional `srgb`, `noalpha`, and `nomips` keys.
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/// ::retval:: [Texture]
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Filament.Engine.prototype.createTextureFromPng = function(buffer, options) {
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buffer = getBufferDescriptor(buffer);
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const result = Filament._createTextureFromImageFile(buffer, this, options);
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buffer.delete();
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return result;
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};
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/// createTextureFromJpeg ::method:: Creates a 2D [Texture] from the contents of a JPEG file.
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/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with JPEG file contents
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/// options ::argument:: JavaScript object with optional `srgb` and `nomips` keys.
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/// ::retval:: [Texture]
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Filament.Engine.prototype.createTextureFromJpeg = function(buffer, options) {
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buffer = getBufferDescriptor(buffer);
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const result = Filament._createTextureFromImageFile(buffer, this, options);
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buffer.delete();
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return result;
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};
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/// loadFilamesh ::method:: Consumes the contents of a filamesh file and creates a renderable.
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/// buffer ::argument:: asset string, or Uint8Array, or [Buffer] with filamesh contents
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/// definstance ::argument:: Optional default [MaterialInstance]
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/// matinstances ::argument:: Optional in-out object that gets populated with a \
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/// name-to-[MaterialInstance] mapping. Clients can also optionally provide individual \
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/// material instances using this argument.
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/// ::retval:: JavaScript object with keys `renderable`, `vertexBuffer`, and `indexBuffer`. \
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/// These are of type [Entity], [VertexBuffer], and [IndexBuffer].
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Filament.Engine.prototype.loadFilamesh = function(buffer, definstance, matinstances) {
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buffer = getBufferDescriptor(buffer);
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const result = Filament._loadFilamesh(this, buffer, definstance, matinstances);
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buffer.delete();
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return result;
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};
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/// createAssetLoader ::method::
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/// ::retval:: an instance of [AssetLoader]
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/// Clients should create only one asset loader for the lifetime of their app, this prevents
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/// memory leaks and duplication of Material objects.
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Filament.Engine.prototype.createAssetLoader = function() {
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const materials = new Filament.gltfio$UbershaderLoader(this);
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return new Filament.gltfio$AssetLoader(this, materials);
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};
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/// setAmbientOcclusionOptions ::method::
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/// overrides ::argument:: Dictionary with one or more of the following properties: \
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/// radius, power, bias, resolution, intensity, quality.
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Filament.View.prototype.setAmbientOcclusionOptions = function(overrides) {
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const options = {
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radius: 0.3,
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power: 1.0,
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bias: 0.0005,
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resolution: 0.5,
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intensity: 1.0,
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quality: Filament.View$QualityLevel.Low
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};
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Object.assign(options, overrides);
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this._setAmbientOcclusionOptions(options);
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};
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/// setBloomOptions ::method::
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/// overrides ::argument:: Dictionary with one or more of the following properties: \
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/// dirtStrength, strength, resolution, anomorphism, levels, blendMode, threshold, enabled, dirt.
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Filament.View.prototype.setBloomOptions = function(overrides) {
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const options = {
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dirtStrength: 0.2,
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strength: 0.10,
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resolution: 360,
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anamorphism: 1.0,
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levels: 6,
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blendMode: Filament.View$BloomOptions$BloomMode.ADD,
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threshold: true,
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enabled: false,
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dirt: null
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};
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Object.assign(options, overrides);
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this._setBloomOptions(options);
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};
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/// VertexBuffer ::core class::
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/// setBufferAt ::method::
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/// engine ::argument:: [Engine]
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/// bufferIndex ::argument:: non-negative integer
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/// buffer ::argument:: asset string, or Uint8Array, or [Buffer]
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Filament.VertexBuffer.prototype.setBufferAt = function(engine, bufferIndex, buffer) {
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buffer = getBufferDescriptor(buffer);
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this._setBufferAt(engine, bufferIndex, buffer);
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buffer.delete();
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};
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/// IndexBuffer ::core class::
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/// setBuffer ::method::
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/// engine ::argument:: [Engine]
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/// buffer ::argument:: asset string, or Uint8Array, or [Buffer]
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Filament.IndexBuffer.prototype.setBuffer = function(engine, buffer) {
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buffer = getBufferDescriptor(buffer);
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this._setBuffer(engine, buffer);
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buffer.delete();
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};
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Filament.RenderableManager$Builder.prototype.build =
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Filament.LightManager$Builder.prototype.build =
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function(engine, entity) {
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const result = this._build(engine, entity);
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this.delete();
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return result;
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};
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Filament.RenderTarget$Builder.prototype.build =
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Filament.VertexBuffer$Builder.prototype.build =
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Filament.IndexBuffer$Builder.prototype.build =
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Filament.Texture$Builder.prototype.build =
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Filament.IndirectLight$Builder.prototype.build =
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Filament.Skybox$Builder.prototype.build =
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function(engine) {
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const result = this._build(engine);
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this.delete();
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return result;
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};
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Filament.KtxBundle.prototype.getBlob = function(index) {
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const blob = this._getBlob(index);
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const result = blob.getBytes();
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blob.delete();
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return result;
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}
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Filament.KtxBundle.prototype.getCubeBlob = function(miplevel) {
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const blob = this._getCubeBlob(miplevel);
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const result = blob.getBytes();
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blob.delete();
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return result;
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}
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Filament.Texture.prototype.setImage = function(engine, level, pbd) {
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this._setImage(engine, level, pbd);
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pbd.delete();
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}
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Filament.Texture.prototype.setImageCube = function(engine, level, pbd) {
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this._setImageCube(engine, level, pbd);
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pbd.delete();
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}
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Filament.SurfaceOrientation$Builder.prototype.build = function() {
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const result = this._build();
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this.delete();
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return result;
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};
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Filament.gltfio$AssetLoader.prototype.createAssetFromJson = function(buffer) {
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if ('string' == typeof buffer && buffer.endsWith('.glb')) {
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console.error('Please use createAssetFromBinary for glb files.');
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}
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buffer = getBufferDescriptor(buffer);
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const result = this._createAssetFromJson(buffer);
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buffer.delete();
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return result;
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};
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Filament.gltfio$AssetLoader.prototype.createAssetFromBinary = function(buffer) {
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if ('string' == typeof buffer && buffer.endsWith('.gltf')) {
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console.error('Please use createAssetFromJson for gltf files.');
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}
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buffer = getBufferDescriptor(buffer);
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const result = this._createAssetFromBinary(buffer);
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buffer.delete();
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return result;
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};
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// See the C++ documentation for ResourceLoader and AssetLoader. The JavaScript API differs in
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// that it takes two optional callbacks:
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//
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// - onDone is called after all resources have been downloaded and decoded.
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// - onFetched is called after each resource has finished downloading.
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//
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// Takes an optional base path for resolving the URI strings in the glTF file, which is
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// typically the path to the parent glTF file. The given base path cannot itself be a relative
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// URL, but clients can do the following to resolve a relative URL:
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// const basePath = '' + new URL(myRelativeUrl, document.location);
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// If the given base path is null, document.location is used as the base.
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//
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// The optional asyncInterval argument allows clients to control how decoding is amortized
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// over time. It represents the number of milliseconds between each texture decoding task.
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Filament.gltfio$FilamentAsset.prototype.loadResources = function(onDone, onFetched, basePath,
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asyncInterval) {
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const asset = this;
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const engine = this.getEngine();
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const names = this.getResourceUris();
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const interval = asyncInterval || 30;
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basePath = basePath || document.location;
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onFetched = onFetched || ((name) => {});
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onDone = onDone || (() => {});
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// Construct the set of URI strings to fetch.
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const urlset = new Set();
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const urlToName = {};
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for (var i = 0; i < names.size(); i++) {
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const name = names.get(i);
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if (name) {
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const url = '' + new URL(name, basePath);
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urlToName[url] = name;
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urlset.add(url);
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}
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}
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// Construct a resource loader and start decoding after all textures are fetched.
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const resourceLoader = new Filament.gltfio$ResourceLoader(engine);
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const onComplete = () => {
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resourceLoader.asyncBeginLoad(asset);
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// NOTE: This decodes in the wasm layer instead of using Canvas2D, which allows Filament
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// to have more control (handling of alpha, srgb, etc) and improves parity with native
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// platforms. In the future we may wish to offload this to web workers.
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// Decode a single PNG or JPG every 30 milliseconds, or at the specified interval.
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const timer = setInterval(() => {
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resourceLoader.asyncUpdateLoad();
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const progress = resourceLoader.asyncGetLoadProgress();
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if (progress >= 1) {
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clearInterval(timer);
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resourceLoader.delete();
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onDone();
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}
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}, interval);
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};
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if (urlset.size == 0) {
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onComplete();
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return;
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}
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// Begin downloading all external resources.
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Filament.fetch(Array.from(urlset), onComplete, function(url) {
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const buffer = getBufferDescriptor(url);
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const name = urlToName[url];
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resourceLoader.addResourceData(name, buffer);
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buffer.delete();
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onFetched(name);
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});
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};
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};
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