index.html 5.4 KB

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  1. <!DOCTYPE html>
  2. <html xmlns="http://www.w3.org/1999/xhtml">
  3. <head>
  4. <title>Local Development</title>
  5. <script src="https://code.jquery.com/pep/0.4.2/pep.min.js"></script>
  6. <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.2/dat.gui.min.js"></script>
  7. <script src="../dist/preview%20release/cannon.js"></script>
  8. <script src="../dist/preview%20release/Oimo.js"></script>
  9. <script src="../dist/preview%20release/ammo.js"></script>
  10. <script src="../dist/preview%20release/gltf_validator.js"></script>
  11. <script src="../Tools/DevLoader/BabylonLoader.js"></script>
  12. <style>
  13. html,
  14. body {
  15. width: 100%;
  16. height: 100%;
  17. padding: 0;
  18. margin: 0;
  19. overflow: hidden;
  20. }
  21. #renderCanvas {
  22. width: 100%;
  23. height: 100%;
  24. display: block;
  25. font-size: 0;
  26. }
  27. #fps {
  28. position: absolute;
  29. background-color: black;
  30. border: 2px solid red;
  31. text-align: center;
  32. font-size: 16px;
  33. color: white;
  34. top: 15px;
  35. right: 10px;
  36. width: 60px;
  37. height: 20px;
  38. }
  39. @font-face {
  40. font-family: BabylonJSglyphs;
  41. /* src: url("http://www.killer-squid.com/fonts/BabylonJSglyphs.otf"); */
  42. src: local("BabylonJSglyphs");
  43. }
  44. </style>
  45. </head>
  46. <body>
  47. <div id="fps">0</div>
  48. <canvas id="renderCanvas" touch-action="none" width="1024" height="768"></canvas>
  49. <script>
  50. var canvas = document.getElementById("renderCanvas");
  51. var divFps = document.getElementById("fps");
  52. // Global to simulate PG.
  53. var engine = null;
  54. // Allow querystring to navigate easily in debug in local samples.
  55. var indexjs = '/localDev/src/index';
  56. var sampleSearch = /sample=([0-9]+)/i;
  57. var matches = null;
  58. if ((matches = sampleSearch.exec(window.location)) !== null) {
  59. indexjs += '.';
  60. indexjs += matches[1];
  61. }
  62. indexjs += '.js';
  63. // Load the scripts + map file to allow vscode debug.
  64. BABYLONDEVTOOLS.Loader
  65. .loadCoreOnly()
  66. .require(indexjs)
  67. .load(function() {
  68. if (BABYLON.Engine.isSupported()) {
  69. var onLoad = (engine) => {
  70. // call the scene creation from the js.
  71. if (typeof delayCreateScene !== "undefined") {
  72. var scene = delayCreateScene(engine);
  73. if (scene) {
  74. // Register a render loop to repeatedly render the scene
  75. engine.runRenderLoop(function() {
  76. if (scene.activeCamera) {
  77. scene.render();
  78. }
  79. divFps.innerHTML = engine.getFps().toFixed() + " fps";
  80. });
  81. }
  82. }
  83. else {
  84. var scene = createScene(engine);
  85. if (scene) {
  86. var processCurrentScene = function(scene) {
  87. engine.runRenderLoop(function() {
  88. scene.render();
  89. divFps.innerHTML = engine.getFps().toFixed() + " fps";
  90. });
  91. }
  92. if (scene.then) {
  93. // Handle if createScene returns a promise
  94. scene.then(function(currentScene) {
  95. processCurrentScene(currentScene);
  96. }).catch(function(e) {
  97. console.error(e);
  98. onError();
  99. });
  100. } else {
  101. // Register a render loop to repeatedly render the scene
  102. processCurrentScene(scene);
  103. }
  104. }
  105. }
  106. // Resize
  107. window.addEventListener("resize", function() {
  108. engine.resize();
  109. });
  110. }
  111. var shadercOptions = {
  112. jsPath: "/dist/preview release/shaderc/shaderc.js",
  113. wasmPath: "/dist/preview release/shaderc/shaderc.wasm"
  114. };
  115. if (typeof createEngine !== "undefined") {
  116. engine = createEngine();
  117. engine.initAsync(shadercOptions).then(() => onLoad(engine));
  118. } else {
  119. engine = new BABYLON.WebGPUEngine(canvas);
  120. engine.initAsync(shadercOptions).then(() => onLoad(engine));
  121. }
  122. BABYLONDEVTOOLS.Loader.debugShortcut(engine);
  123. }
  124. else {
  125. alert('BabylonJS is not supported.')
  126. }
  127. });
  128. </script>
  129. </body>
  130. </html>