Files
filament/web/examples/helmet.html
Powei Feng a73957a590 web: refactor examples and tutorials (#9833)
* Refactor web examples and tutorials

- Consolidate web/docs and web/samples into web/examples
- Remove literal programming blocks from Markdown tutorials
- Replace tutorial_template.html with a fully embedded template in serve.py
- Move serve.py to web/examples/serve.py and update dependency rules
- Update filament-js wrapper to expose _malloc, _free and set GEN_MIPMAPPABLE usage
- Update sample materials and WebGL asset generation within web/examples/CMakeLists.txt
- Add python venv instructions and usage details to web/README.md
- Remove obsolete examples, Pipfile, and demo templates

* Transfer web tutorials and samples to docs_src

- Introduce copy_web_docs.py api to deploy and rewrite web sample outputs into the docs output tree
- Hook copy_web_docs into docs_src/build/run.py natively
- Configure duplicates.json to map WebGL outputs to embedded .md docs
- Strip html skeleton out of examples in run.py so they map into markdown cleanly
- Update update-docs workflow to pre-build the WebGL target
- Remove obsolete remote docs path from src_raw
- Add explanatory comments to copy_web_docs.py and run.py
- Add index page with thumbnails for Web Tutorials and samples
2026-03-25 23:52:48 +00:00

187 lines
6.8 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>
#container { position: relative; width: 100%; height: 400px; border: 1px solid black; }
canvas { position: absolute; width: 100%; height: 100%; touch-action: none; }
#messages { position: absolute; width: 100%; height: 100%; padding-left: 10px; color:blue; pointer-events: none; overflow: hidden; }
</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="../gltumble.min.js"></script>
<script>
const ibl_url = 'default_env/default_env_ibl.ktx';
const sky_url = 'default_env/default_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 messages = document.getElementById('messages');
canvas.addEventListener('pointerdown', evt => {
const x = evt.clientX;
const y = this.canvas.getBoundingClientRect().height - 1 - evt.clientY;
const dpr = window.devicePixelRatio;
this.view.pick(x * dpr, y * dpr, (results) => {
const name = this.asset.getName(results.renderable);
messages.innerText = name ? ('Picked ' + name) : '';
});
});
const indirectLight = this.ibl = engine.createIblFromKtx1(ibl_url);
this.scene.setIndirectLight(indirectLight);
const iblDirection = IndirectLight.getDirectionEstimate(indirectLight.shfloats);
const iblColor = IndirectLight.getColorEstimate(indirectLight.shfloats, iblDirection);
const iblIntensity = 20000;
indirectLight.setIntensity(iblIntensity);
// Rotate the IBL so that a bright light is behind the helmet, to show off bloom.
const mat = [];
const radians = 3.14;
mat3.fromRotation(mat, radians, [0, 1, 0]);
indirectLight.setRotation(mat);
const skybox = engine.createSkyFromKtx1(sky_url);
this.scene.setSkybox(skybox);
const sunlight = Filament.EntityManager.get().create();
Filament.LightManager.Builder(LightType.SUN)
.color(iblColor.slice(0, 3))
.intensity(iblColor[3] * iblIntensity)
.direction(iblDirection)
.sunAngularRadius(1.9)
.castShadows(true)
.sunHaloSize(10.0)
.sunHaloFalloff(80.0)
.build(engine, sunlight);
this.scene.addEntity(sunlight);
const loader = this.loader = engine.createAssetLoader();
this.allowRefresh = false;
const asset = this.asset = loader.createAsset(mesh_url);
this.assetRoot = this.asset.getRoot();
// Crudely indicate progress by printing the URI of each resource as it is loaded.
const onFetched = (uri) => messages.innerText += `Downloaded ${uri}\n`;
const onDone = () => {
this.allowRefresh = true;
// Clear the progress indication messages.
messages.innerText = "";
};
asset.loadResources(onDone, onFetched);
const cameraEntity = Filament.EntityManager.get().create();
this.camera = engine.createCamera(cameraEntity);
const colorGrading = Filament.ColorGrading.Builder()
.toneMapping(Filament.ColorGrading$ToneMapping.ACES_LEGACY)
.build(engine);
this.swapChain = engine.createSwapChain();
this.renderer = engine.createRenderer();
this.view = engine.createView();
this.view.setVignetteOptions({ midPoint: 0.8, enabled: true });
this.view.setBloomOptions({ strength: 0.2, enabled: true });
this.view.setCamera(this.camera);
this.view.setScene(this.scene);
this.view.setColorGrading(colorGrading);
this.resize();
this.render = this.render.bind(this);
this.resize = this.resize.bind(this);
this.refresh = this.refresh.bind(this);
window.addEventListener('resize', this.resize);
window.addEventListener('dblclick', this.refresh);
window.requestAnimationFrame(this.render);
}
// Test for memory leaks by destroying and recreating the asset.
refresh() {
if (!this.allowRefresh) {
console.warn('Refresh not allowed while the model is still loading.');
return;
}
console.info('Refreshing...');
this.allowRefresh = false;
this.scene.removeEntities(this.asset.getEntities());
this.loader.destroyAsset(this.asset);
this.asset = this.loader.createAsset(mesh_url);
const onDone = () => { this.allowRefresh = true; }
this.asset.loadResources(onDone);
}
render() {
// Spin the model according to the trackball controller.
const tcm = this.engine.getTransformManager();
const inst = tcm.getInstance(this.assetRoot);
tcm.setTransform(inst, this.trackball.getMatrix());
inst.delete();
// Gradually add renderables to the scene as their textures become ready.
let entity;
const popRenderable = () => {
entity = this.asset.popRenderable();
return entity.getId() != 0;
}
while (popRenderable()) {
this.scene.addEntity(entity);
entity.delete();
}
entity.delete();
// Render the scene and request the next animation frame.
if (this.renderer.beginFrame(this.swapChain)) {
this.renderer.renderView(this.view);
this.renderer.endFrame();
}
this.engine.execute();
window.requestAnimationFrame(this.render);
}
resize() {
const dpr = window.devicePixelRatio;
const width = this.canvas.width = this.canvas.clientWidth * dpr;
const height = this.canvas.height = this.canvas.clientHeight * 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>