* Introduce two WebGL samples: triangle and suzanne.
This commit has no effect on mobile / desktop builds, it only adds new
targets to the `-p webgl` build.
We will eventually expose a proper JavaScript API, but for now these
samples use a (somewhat under-engineered) `filaweb` framework whereby
the WebAssembly module exposes a small number of C entry points: launch,
render, and resize.
Each sample has two source files: a cpp file and an html file. The cpp
file generates js / wasm pair. The generated js is simply a loader for
the wasm.
The CMake script creates a pristine "public" folder which contains the
minimal set of files needed to serve the web application using a simple
static file server. The public folder like this:
/suzanne.js built by em++ from suzanne.cpp
/suzanne.wasm built by em++ from suzanne.cpp
/suzanne.html copied from REPO/samples/web
/filaweb.js copied from REPO/samples/web
/favicon.png copied from REPO/samples/web
/monkey/*.png copied from REPO/assets/models
/monkey/*.filamesh built by filamesh
/desert/* built by cmgen
To decode PNG textures, we use the somewhat unusual approach of using
JavaScript to draw them into a hidden 2D canvas, then reading back the
pixels. This allows us to avoid fattening up the wasm file with a PNG
decoder. An alternative idea would be to pass a DOM Image directly into
glTexImage2D, but this would require some #ifdefing and/or JS injection
in Filament's OpenGL backend.
* Optimize the suzanne material.
143 lines
4.2 KiB
C++
143 lines
4.2 KiB
C++
/*
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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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#include "filamesh.h"
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#include <filament/Box.h>
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#include <filament/RenderableManager.h>
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#include <utils/EntityManager.h>
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#include <math/mat4.h>
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#include <math/vec3.h>
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#include <vector>
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#include <string>
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using namespace filament;
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using namespace math;
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using namespace utils;
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using namespace std;
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struct Header {
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uint32_t version;
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uint32_t parts;
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Box aabb;
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uint32_t interleaved;
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uint32_t offsetPosition;
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uint32_t stridePosition;
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uint32_t offsetTangents;
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uint32_t strideTangents;
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uint32_t offsetColor;
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uint32_t strideColor;
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uint32_t offsetUV0;
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uint32_t strideUV0;
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uint32_t offsetUV1;
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uint32_t strideUV1;
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uint32_t vertexCount;
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uint32_t vertexSize;
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uint32_t indexType;
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uint32_t indexCount;
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uint32_t indexSize;
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};
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struct Part {
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uint32_t offset;
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uint32_t indexCount;
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uint32_t minIndex;
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uint32_t maxIndex;
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uint32_t materialID;
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Box aabb;
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};
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Filamesh decodeMesh(Engine& engine, void const* data, off_t offset, MaterialInstance* mi,
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driver::BufferDescriptor::Callback destructor, void* user) {
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const char* p = (const char *) data + offset;
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if (strncmp("FILAMESH", p, 8)) {
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puts("Magic string not found.");
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abort();
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}
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p += 8;
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Header* header = (Header*) p;
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p += sizeof(Header);
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char const* vertexData = p;
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p += header->vertexSize;
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char const* indices = p;
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p += header->indexSize;
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Part* parts = (Part*) p;
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p += header->parts * sizeof(Part);
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uint32_t materialCount = (uint32_t) *p;
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p += sizeof(uint32_t);
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vector<string> partsMaterial;
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partsMaterial.resize(materialCount);
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for (size_t i = 0; i < materialCount; i++) {
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uint32_t nameLength = (uint32_t) *p;
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p += sizeof(uint32_t);
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partsMaterial[i] = p;
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p += nameLength + 1; // null terminated
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}
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Mesh* mesh = new Mesh();
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mesh->indexBuffer = IndexBuffer::Builder()
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.indexCount(header->indexCount)
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.bufferType(header->indexType ? IndexBuffer::IndexType::USHORT
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: IndexBuffer::IndexType::UINT)
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.build(engine);
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mesh->indexBuffer->setBuffer(
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engine, IndexBuffer::BufferDescriptor(indices, header->indexSize));
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VertexBuffer::Builder vbb;
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vbb.vertexCount(header->vertexCount)
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.bufferCount(1)
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.normalized(VertexAttribute::TANGENTS);
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mesh->vertexBuffer = vbb
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::HALF4,
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header->offsetPosition, uint8_t(header->stridePosition))
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.attribute(VertexAttribute::TANGENTS, 0, VertexBuffer::AttributeType::SHORT4,
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header->offsetTangents, uint8_t(header->strideTangents))
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.attribute(VertexAttribute::UV0, 0, VertexBuffer::AttributeType::HALF2,
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header->offsetUV0, uint8_t(header->strideUV0))
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.build(engine);
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VertexBuffer::BufferDescriptor buffer(vertexData, header->vertexSize,
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destructor, user);
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mesh->vertexBuffer->setBufferAt(engine, 0, move(buffer));
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mesh->renderable = EntityManager::get().create();
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RenderableManager::Builder builder(header->parts);
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builder.boundingBox(header->aabb);
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for (size_t i = 0; i < header->parts; i++) {
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builder.geometry(i, RenderableManager::PrimitiveType::TRIANGLES,
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mesh->vertexBuffer, mesh->indexBuffer, parts[i].offset,
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parts[i].minIndex, parts[i].maxIndex, parts[i].indexCount);
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builder.material(i, mi);
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}
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builder.build(engine, mesh->renderable);
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return Filamesh(mesh);
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}
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