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demo.html
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demo.html
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="res/css/main.css" />
</head>
<body>
<canvas id="screen"></canvas>
</body>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/ashes.main.js"></script>
<!-- <script src="build/ashes.main.js"></script> -->
<script>
let { Asset, EntityMgr, Camera, vec3, quat, Screen, OrbitControl, Filter, Shader, Material, QuadMesh, MeshRenderer, Texture, aabb, octree, glsl, BoxMesh } = Ashes;
let {Vignetting} = Ashes;
let {Bloom} = Ashes;
// let assetRoot = 'https://but0n.github.io/Ashes/'
let assetRoot = ''
Material.SHADER_PATH = assetRoot + Material.SHADER_PATH;
let [,cuspath,scale, yoffset, threshold, radiu, intensity] = [,,,,];
// BoomBox
let gltf = assetRoot + 'gltfsamples/BoomBox.glb';
// kgirls01: Skin, Animation:
// ----------------------------
// scale = 0.003;
yoffset = -0.5;
yoffset = .2;
// threshold = 0.9;
// gltf = assetRoot + 'gltfsamples/kgirls01/scene.gltf';
gltf = assetRoot + 'gltfsamples/hylian_shield/scene.gltf';
gltf = assetRoot + 'gltfsamples/FlightHelmet/glTF/FlightHelmet.gltf';
// gltf = assetRoot + 'res/CesiumMan.glb';
// gltf = assetRoot + 'res/BrainStem.glb';
// gltf = 'https://github.com/KhronosGroup/glTF-Blender-Exporter/raw/master/polly/project_polly.glb';
// gltf = 'https://rawcdn.githack.com/KhronosGroup/glTF-Blender-Exporter/2bd852403600053dba95db78db3f21728b979a7c/polly/project_polly.glb'
gltf = assetRoot + 'gltfsamples/DamagedHelmet.glb';
// gltf = assetRoot + 'res/MorphPrimitivesTest.glb';
// gltf = assetRoot + 'gltfsamples/project_polly.glb';
// gltf = assetRoot + 'gltfsamples/Suzanne/Suzanne.gltf';
// gltf = assetRoot + 'res/MorphPrimitivesTest.glb';
// gltf = assetRoot + 'res/Horse.glb';
scale = 2;
async function main() {
let screen = new Screen('#screen');
screen.bgColor = [0.23,0.23,0.23, 1];
// screen.bgColor = [0, 0, 0, 1];
// screen.bgColor = [0.9,0.9,0.9,1];
// Filters
// Bloom.initFilters(screen, threshold || 0.8, radiu || 80, intensity || 1.2);
// screen.attachFilter(new Vignetting(screen));
// let loading = new loadingAnim(screen);
// loading.cb = () => {
// screen.deleteFilter(0);
// console.log('delete');
// }
// screen.attachFilter(loading);
// Asset.taskObserve = (finished, total) => {
// let p = finished / total;
// loading.cur = p;
// }
// screen.attachFilter(new Vignetting(screen));
Asset.cubemapOrder = (() => {
let r = [];
for(let i = 1; i < 7; i++)
r.push('prefilter_fixup' + i + '.');
return r;
})();
console.log(Asset.cubemapOrder);
let skybox = await Asset.loadCubemap(assetRoot + 'res/envmap/HDR_textures/kiara_1_dawn/', 'hdr');
let {diffuseSPH} = await (await fetch(assetRoot + 'res/envmap/HDR_textures/kiara_1_dawn/config.json')).json();
diffuseSPH = new Float32Array(diffuseSPH.slice(0, 9 * 3));
// let skybox = await Asset.loadCubemap(assetRoot + 'res/envmap/GoldenGateBridge2/');
let scene = EntityMgr.create('root - (Click each bar which has yellow border to toggle visible)');
// Camera and controls
let mainCamera = scene.appendChild(EntityMgr.create('camera'));
let cameraTrans = mainCamera.components.Transform;
let cam = mainCamera.addComponent(new Camera(screen.width / screen.height));
vec3.set(cameraTrans.translate, 0, 0, 10);
mainCamera.addComponent(new OrbitControl(screen, mainCamera));
// screen.mainCamera = cam;
document.querySelector('body').appendChild(scene);
let gltfroot = scene.appendChild(await Asset.loadGLTF(gltf, screen, skybox));
let root = gltfroot.components.Transform;
root.translate[1] = yoffset || 0;
root.translate[2] = .7;
vec3.scale(root.scale, root.scale, scale || 200);
let bg = new Background(screen);
scene.appendChild(bg.entity);
mats = EntityMgr.getComponents('Material', scene);
console.log(mats)
for(let mat of mats) {
Material.setUniform(mat, 'u_irrSH[0]', diffuseSPH);
}
// meshes = EntityMgr.getComponents('Mesh', gltfroot);
// for(let m of meshes) {
// o = new octree(m, screen);
// o.visible()
// }
// scene.appendChild(await Asset.loadGLTF(assetRoot + 'res/BrainStem.glb', screen, skybox));
// // The original size of quad is 2x2
// let quad = EntityMgr.create('quad');
// scene.appendChild(quad);
// let quadMat = await Asset.LoadMaterial('stylize');
// // let floor = await Asset.loadTexture('res/textures/floor.png', { minFilter: screen.gl.NEAREST_MIPMAP_NEAREST });
// // floor.flipY = true;
// let floor = new Texture();
// // window['floor'] = floor;
// // floor.data = new Uint8Array(4 * 256 * 256);
// // for (let i = 0; i < 256 * 256; i++) {
// // floor.data.set([Math.random() * 256, Math.random() * 256, Math.random() * 256, 256], i * 4);
// // }
// floor.data = Texture.defaultData;
// // Material.setTexture(quadMat, 'baseColorTexture', floor);
// // quadMat.shader.macros['HAS_BASECOLOR_MAP'] = '';
// let quadMR = new MeshRenderer(screen, new QuadMesh(), quadMat);
// quad.addComponent(quadMR);
// quat.fromEuler(quad.components.Transform.quaternion, -90, 0, 0);
// let target = document.querySelectorAll('[data-name=_MovingCamera]')[0];
// mainCamera.remove();
// target.appendChild(mainCamera);
// target.appendChild(EntityMgr.clone(quad));
// scene.appendChild(mainCamera);
}
class Background {
entity;
mat;
constructor(screen, tex) {
this.entity = EntityMgr.create('background');
vec3.scale(this.entity.components.Transform.scale, this.entity.components.Transform.scale, 1000);
this.mat = new Material(new Shader(glsl.stylize2.vs, glsl.background.fs), 'environment', true);
let sph = new Float32Array([
2.88155, 2.49064, 2.27529, -0.028137, -0.107787, -0.167439, -0.309737, -0.402905, -0.592546, -1.01617, -1.05222, -1.18249, -0.0971646, -0.0669507, -0.0340848, 0.0206835, 0.0277634, 0.0390906, -0.0765265, -0.0434109, -0.00250546, 0.205739, 0.262281, 0.371874, 0.190714, 0.234196, 0.292022
]);
Material.setUniform(this.mat, 'u_irrSH[0]', sph);
if(tex) {
Material.setTexture(this.mat, 'env', tex);
this.mat.shader.macros['HAS_ENV_MAP'] = '';
}
let mesh = new BoxMesh();
mesh.mode = WebGL2RenderingContext.TRIANGLES;
let mr = new MeshRenderer(screen, mesh, this.mat);
this.entity.addComponent(mr);
this.entity.addComponent(this.mat);
}
}
// FIXME:
let loading_vs = `
attribute vec3 POSITION;
void main() {
gl_Position = vec4(POSITION, 1);
}
`;
let loading_fs = `
precision highp float;
#include <macros>
uniform sampler2D base;
uniform float cur;
uniform float powcur;
void main() {
vec2 uv = gl_FragCoord.xy * 2. / screenSize;
vec4 base = texture2D(base, uv);
float prog = abs(uv.y);
// Middle out
if(cur < prog) {
gl_FragColor = vec4(1);
} else {
gl_FragColor = vec4(base.rgb * powcur, base.a);
}
}
`;
class loadingAnim extends Filter {
constructor(screen) {
// let macro = {};
// let shader = new Shader(loading_vs, loading_fs, macro);
// super(screen, shader);
// this.cur = 0;
// this.stop = false;
// let cur = 0;
// Material.setUniform(this.material, 'cur', this.cur);
// let loop = () => {
// cur += (this.cur - cur) * 0.05;
// Material.setUniform(this.material, 'cur', cur);
// Material.setUniform(this.material, 'powcur', Math.pow(cur, 8));
// if (cur < 0.999) {
// requestAnimationFrame(loop);
// } else {
// Material.setUniform(this.material, 'cur', 1);
// Material.setUniform(this.material, 'powcur', 1);
// if (this.cb) this.cb();
// }
// };
// loop();
}
}
main();
</script>
</html>