Files
filament/web/samples/helmet.html
2020-03-30 15:58:24 -07:00

145 lines
5.1 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>FlightHelmet</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,user-scalable=no,initial-scale=1">
<link href="favicon.png" rel="icon" type="image/x-icon" />
<style>
html, body { height: 100%; }
body { margin: 0; overflow: hidden; }
#container { position: relative; height: 100%; }
canvas { position: absolute; width: 100%; height: 100%; }
#messages { position: absolute; width: 100%; height: 100%; padding-left: 10px; color:white; }
</style>
</head>
<body>
<div id="container">
<canvas></canvas>
<pre id="messages"></pre>
</div>
<script src="filament.js"></script>
<script src="gl-matrix-min.js"></script>
<script src="https://unpkg.com/gltumble"></script>
<script>
const env = 'venetian_crossroads_2k';
const ibl_url = `${env}/${env}_ibl.ktx`;
const sky_url = `${env}/${env}_skybox.ktx`;
const mesh_url = 'FlightHelmet.gltf';
Filament.init([mesh_url, ibl_url, sky_url], () => {
window.gltfio = Filament.gltfio;
window.Fov = Filament.Camera$Fov;
window.LightType = Filament.LightManager$Type;
window.IndirectLight = Filament.IndirectLight;
window.app = new App(document.getElementsByTagName('canvas')[0]);
});
class App {
constructor(canvas) {
this.canvas = canvas;
const engine = this.engine = Filament.Engine.create(this.canvas);
const scene = this.scene = engine.createScene();
this.trackball = new Trackball(canvas, {startSpin: 0.035});
const indirectLight = this.ibl = engine.createIblFromKtx(ibl_url);
this.scene.setIndirectLight(indirectLight);
const iblDirection = IndirectLight.getDirectionEstimate(indirectLight.shfloats);
const iblColor = IndirectLight.getColorEstimate(indirectLight.shfloats, iblDirection);
indirectLight.setIntensity(50000);
const skybox = engine.createSkyFromKtx(sky_url);
this.scene.setSkybox(skybox);
const sunlight = Filament.EntityManager.get().create();
Filament.LightManager.Builder(LightType.SUN)
.color(iblColor.slice(0, 3))
.intensity(150000)
.direction(iblDirection)
.sunAngularRadius(1.9)
.castShadows(true)
.sunHaloSize(10.0)
.sunHaloFalloff(80.0)
.build(engine, sunlight);
this.scene.addEntity(sunlight);
const loader = engine.createAssetLoader();
const asset = this.asset = loader.createAssetFromJson(mesh_url);
const messages = document.getElementById('messages');
// Crudely indicate progress by printing the URI of each resource as it is loaded.
const onFetched = (uri) => messages.innerText += `Downloaded ${uri}\n`;
const onDone = () => {
// Destroy the asset loader.
loader.delete();
// Enable shadows on every renderable.
const entities = asset.getEntities();
const rm = engine.getRenderableManager();
for (let i = 0; i < entities.size(); i++) {
const instance = rm.getInstance(entities.get(i));
rm.setCastShadows(instance, true);
instance.delete();
}
// Hide the HUD.
messages.remove();
};
asset.loadResources(onDone, onFetched);
this.swapChain = engine.createSwapChain();
this.renderer = engine.createRenderer();
this.camera = engine.createCamera();
this.camera.setExposure(32, 1/125.0, 100);
this.view = engine.createView();
this.view.setCamera(this.camera);
this.view.setScene(this.scene);
this.resize();
this.render = this.render.bind(this);
this.resize = this.resize.bind(this);
window.addEventListener('resize', this.resize);
window.requestAnimationFrame(this.render);
}
render() {
// Spin the model according to the trackball controller.
const tcm = this.engine.getTransformManager();
const inst = tcm.getInstance(this.asset.getRoot());
tcm.setTransform(inst, this.trackball.getMatrix());
inst.delete();
// Add renderable entities to the scene as they become ready.
let entity;
const popRenderable = () => {
entity = this.asset.popRenderable();
return entity.getId() != 0;
}
while (popRenderable()) {
this.scene.addEntity(entity);
}
// Render the scene and request the next animation frame.
this.renderer.render(this.swapChain, this.view);
window.requestAnimationFrame(this.render);
}
resize() {
const dpr = window.devicePixelRatio;
const width = this.canvas.width = window.innerWidth * dpr;
const height = this.canvas.height = window.innerHeight * dpr;
this.view.setViewport([0, 0, width, height]);
const y = -0.125, eye = [0, y, 2], center = [0, y, 0], up = [0, 1, 0];
this.camera.lookAt(eye, center, up);
const aspect = width / height;
const fov = aspect < 1 ? Fov.HORIZONTAL : Fov.VERTICAL;
this.camera.setProjectionFov(30, aspect, 1.0, 10.0, fov);
}
}
</script>
</body>
</html>