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#lockdown Nick.Penwarden
#rb Jack.Porter
============================
MAJOR FEATURES & CHANGES
============================
Change 4066430 by Nick.Shin
HTML5 - fix merge stomping and add in missing SC.Metadatadir (null) object to last {if else} block
#jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception
Change 4067037 by Bogdan.Vasilache
#jira UE-57406
Shaders compiled for GLSL_ES2 with CFLAG_FeatureLevelES31 compiler flag will now shift to GLSL_ES3_1_ANDROID profile instead of GLSL_310_ES_EXT.
Change 4067649 by Jack.Porter
Remove obsolete cvars from ini files
#jira UE-54768
Change 4071833 by Bogdan.Vasilache
#jira UE-57406
ShaderVersion guid updated to reflect changes in the OpenGL shader compiler.
Change 4075162 by Bogdan.Vasilache
#jira UE-53195
Change 4099176 by Jack.Porter
Fix SpeedTree node not working on ES3_1 (Contributed by PicaroonX)
#jira UE-59685
PR #4761
Change 4124398 by Mi.Wang
Add particle cutout support for feature level es31.
Change 4129400 by Sorin.Gradinaru
UE-60226 Web Browser widget is completely white on Android
#jira UE-60226
#jira UE-53247
#Android
#4.21
from Release-4.20 CL 4122319
The URL from the sample app is malformed (http:www.google.com).
Since the phone's default browser is able to correct this problem for http and https URLs, I've added this exception to the code that checks the URL prefix, re-writing the fix for UE-53247.
Change 4164212 by Nick.Shin
minor fixes to merge from Main
#jira none
Change 4165606 by Nick.Shin
#jira UE-57006 QA-Promotion WebGL1 HTML5 Launch On has numerous graphical errors
in order for UNROLL to work -- break statement needs to be removed
Change 4165823 by Nick.Shin
HTML5 - split single large template file to smaller component (e.g. js & css) files
custom template files are also supported on a per-project basis:
copy
.../Engine/Build/HTML5/GameX.*.template
to
<project>/Build/HTML5/.
build will automatically pick it the project's path (otherwise fallback to the Engine's version)
this is based on GitHub PR #4780
#jira UE-60136 GitHub 4780 : Proposed HTML5 Changes
Change 4202481 by Sorin.Gradinaru
UE-50492 OnUrlChanged does not fire on mobile
#jira UE-50492
#iOS
#4.21
Adding the events for load started & finished with errors
Change 4202484 by Sorin.Gradinaru
UEMOB-454 Move the virtual keyboard out of Experimental and make it enabled by default
#jira UEMOB-454
#4.21
Change 4202583 by Bogdan.Vasilache
[UE-53816] Allow texture sampling in vertex shaders for ES2 feature level
#jira UE-53816
Change 4214064 by Nick.Shin
Epic's GitHub policy is to treat "unknown" file extensions as "binary"
changing filenames so that they will show up GitHub's repo
this is in reference to GitHub PR #4780
#jira UE-60136 GitHub 4780 : Proposed HTML5 Changes
Change 4224514 by Mi.Wang
We should not Tick USceneCaptureComponent on DS by default.
Change 4230192 by Nick.Shin
HTML5 READMEs
updating old ones - and putting new ones in
these originally came from (mostly) onboarding the chrome team on UE4 emails. capturing most of that in markdown format.
#jria UEMOB-255 HTML5 Multithreading
Change 4232460 by Nick.Shin
HTML5 - fix UE_MakeHTTPDataRequest() crash
#jira UE-38351 ( Pri:1 - 4.21 ) Red and Blue color channels flipped on materials called from HTML5 server
Change 4234647 by Nick.Shin
HTML5 - ERGBFormat::RGBA vs ERGBFormat::BGRA
- make use of the enums in UAsyncTaskDownloadImage::HandleImageRequest()
- enable RGBA vs BGRA options for JPG decoder
#jira UE-38351 ( Pri:1 - 4.21 ) Red and Blue color channels flipped on materials called from HTML5 server
Change 4240086 by Sorin.Gradinaru
UE-61345 Decals in Remote Session are not rendering on some iOS devices
#jira UE-61345
#4.21
#iOS
Changed the texture compression from DXT5 to RGBA
Change 4240234 by Sorin.Gradinaru
UE-61838 Android 'Launch On All' can't run during an existing launch on session on Windows
#jira UE-61838
#4.21
Cancel previous sessions before launching the selected configuration.
Change 4244686 by Nick.Shin
HTML5 - syncing build scripts
#jria UEMOB-255 HTML5 Multithreading
Change 4246399 by Nick.Shin
HTML5 - syncing PhysX build scripts
#jria UEMOB-255 HTML5 Multithreading
Change 4267990 by Bogdan.Vasilache
[UEMOB-405] - Mobile PIE polishing - Bezel & Rotation + related subtasks
#jira UEMOB-405
#jira UEMOB-458
#jira UEMOB-459
#jira UEMOB-460
Change 4280211 by Chris.Babcock
Fix FD_SET macro invoke crash when Socket FD exceed 1023 (contributed by scahp)
#jira UE-62290
#PR #4912
#ue4
#android
Change 4300275 by Nick.Shin
HTML5 - Unreal File Server - css response header fixes
#jira UE-63009 HTML5 template page has non-centered viewport and loading banner stretches the entire screen
Change 4302328 by Nick.Shin
#jira UE-63108 HTML5 RunMacHTML5LauncherHelper.command files do not have appropriate permissions to run on Mac
Change 4303428 by Jack.Porter
Fixed crash during cooking for certain landscapes with collision data out of sync with render data.
Change 4307517 by Jack.Porter
Fix warning on Mac/Linux
#jira UE-62993
Change 4311437 by Nick.Shin
HTML5 : re-enabling [ -s BINARYEN_TRAP_MODE='clamp'; ]
warning: this is technically slower performing -- but, this fixes a lot of 64-bit issues (HTML5 is "only" 32-bits)
#jira UE-63049 HTML5 Quicklaunch to Chrome crashes with RuntimeError: float unrepresentable in integer range
Change 4312602 by Chris.Babcock
Allow some hardware buttons through if hardware keyboard disabled
#jira UE-63260
#ue4
#android
Change 4312711 by Chris.Babcock
Fix string formatting for some locales in GetMetaDataString Method (contributed by IlinAleksey)
#jira UE-63252
#PR #5026
#ue4
#android
Change 4321719 by Bogdan.Vasilache
UE-63378 - Fixed static analysis warnings
#jira UE-63378
Change 4331224 by Jack.Porter
Fixed Mobile PIE resolution for iPhone 8 Plus
#jira UE-63191
Change 4339446 by Jack.Porter
Modified foliage thumbnail color to better show when it is inactive
#jira UE-30824
#5057
Change 4339458 by Dmitriy.Dyomin
Fixed typos in glObjectPtrLabel type definitions (contributed by TheCodez)
#4920
#jira UE-62368
Change 4339460 by Dmitriy.Dyomin
Fixed: bRenderInMainPass on SkeletalMeshes doesn't work on Mobile
#jira UE-59077
Change 4339523 by Sorin.Gradinaru
UE-61351 Error: Failed to send -1 bytes of data to RemoteConnection spammed in the editor log when closing RemoteSession on device during connection
#jira UE-61351
#4.21
Not an real issue. The message is issued whenever the host (or the client) tries to send messages through an inactive channel. There is a "/ping" message sent back and forth between the host and the client, with high frequency (hence the spam) - if this message is no longer received, the host (or the client) decides to terminate the connection.
"Downgrading" the message from Error to Log, to avoid spamming the log on release builds.
Change 4339590 by Sorin.Gradinaru
UE-61554 Web Browser: No Transparency in 3D Widget Component on Mobile
#jira UE-61554
#Android
#4.21
Modified Web Texture Material's blend mode to "Translucent"
Change 4339595 by Sorin.Gradinaru
[Build] UE4 Dev-Mobile - CL 4339590 - Incremental Editor Win64
Change 4339597 by Jack.Porter
Fix static analysis CIS
This function should be moved to SceneUtils.h and the dependency in AsyncTaskDownloadImage resolved another way.
#jira UE-63378
Change 4339599 by Sorin.Gradinaru
UE-56076 Android Launch On "Running..." toast intermittently doesn't appear
#jira UE-56076
#Android
#4.21
wait before getting the process list with "adb shell ps" - on some devices the list is not yet ready
Change 4339647 by Sorin.Gradinaru
UE-54791 Planar Reflection gamma / brightness incorrect on Samsung Galaxy S5
#jira UE-54791
#Android
#4.21
The planar texture contains encoded data:
- decode it immediately after sampling the texture
- alpha channel was inverted during the PrefilterPlanarReflectionPS step
Change 4339654 by Sorin.Gradinaru
UE-59697 WebBrowser SetVisibility not working on Android & iOS
#jira UE-59697
#4.21
#iOS
#Android
SetVisibility implemented on iOS and Android's web browsers, by extending the implementation on Windows: use a list to store references to the webbrowsers in the scene , then in WebBrowserSingleton::Tick check if the cached web browsers windows or widgets ticked on the last frame
Change 4339656 by Sorin.Gradinaru
Remove unnecessary comment in IOSPlatformWebBrowser.cpp
Change 4339666 by Bogdan.Vasilache
[UEMOB-455] Make editor tool to dump out a device .json file for a connected Android device
#jira UEMOB-455
Change 4339667 by Bogdan.Vasilache
Mobile PIE bugfixes
#jira UE-63288
#jira UE-63282
Change 4339700 by Bogdan.Vasilache
[bugfix] Accidentally disabled SetPreviewPlatform() call for mobile PIE simulation.
Change 4339733 by Sorin.Gradinaru
UE-59381 Ios application default orientation
#jira UE-59381
#iOS
#4.21
- added Initial interface orientation in the generated Plist file (UIInterfaceOrientation key)
- implemented preferredInterfaceOrientationForPresentation in the IOSViewController
- re-arranged the orientation list in the Plist file
Change 4339781 by Sorin.Gradinaru
UE-60716 Show cursor in Editor text boxes when focused on Android
#jira UE-60716
#Android
#4.21
Updating the widget's cursor position from the native code.
This also overrides the fix for UE49124 Cursor in virtual keyboard and UMG don't match - initially the solution was to hide the widget's cursor.
Change 4340037 by Jack.Porter
Added an Android Project Settings checkbox to enable detection of Vulkan device support by default. If unchecked, the -detectvulkan command line parameter can be used.
Change 4340076 by Jack.Porter
Fix warning seen by CIS
#jira UE-63377
Change 4340212 by Sorin.Gradinaru
UE-63224 Android DLC profile in Project Launcher fails if there is a space in the path for the destination directory
#jira UE-63224
#4.21
#Android
Avoid enclosing path arguments in double quotes (""<path>""). MakePathSafeToUseWithCommandLine(<path>) already adds quotes when needed.
Change 4340721 by Andrew.Grant
Fixed -vsmac argument not working with GenerateProjectFiles
#jira nojira
Change 4340822 by Andrew.Grant
Replaced default iOS splashcreens with UE logo
Added missing resolutions (iPhone 5 portrait, iPad 10.5")
Removed custom splash images from RemoteSessionApp
#jira UE-59864, UE-61939
Change 4340857 by Chris.Babcock
Fix virtual keyboard crashes on Android
#jira none
Change 4341047 by Andrew.Grant
Prevent Xcode upgrade warnings for >9.0 versions
Change 4343797 by Cosmin.Sulea
iOS - iPhonePackager ExportCertificate command failing 100%
Change 4343823 by Sorin.Gradinaru
UE-63334 Unreal Remote 2 does not send information about motion control
#jira UE-63334
#iOS
#Android
The functionality was commented out. Tested it for performance and it seems OK (despite the high frequency of /motion signals)
Change 4343824 by Sorin.Gradinaru
UEMOB-185 Implement the equivalent of FAndroidJSScripting for iOS
UE-59488 FWebBrowserWindow::UnbindUObject of IOSPlatformWebBrowser.cpp is not implemented yet
#jira UEMOB-185
#jira UE-59488
#4.21
#iOS
New methods (using WebKit, matching the Android implementation):
- Go back/forward
- HandlePageLoading (loading/didCommitNavigation, loaded/didFinishNavigation)
- HandleReceivedError (didFailNavigation)
- execute JS code
- controlling the client using JS commands (WKWebViewConfiguration & WKUserContentController):
- in Android we using shouldInterceptRequest to intercept a custom resource URL (JS: XMLHttpRequest.send, document.location)
- iOS will register handlers (JS: window.webkit.messageHandlers.<FMobileJSScripting::JSMessageHandler>.postMessage)
Change 4343845 by Sorin.Gradinaru
Adding the signatures for FJavaWrapper's CallLongMethod, CallFloatMethod and CallDoubleMethod in the AndroidJNI.h
#4.21
#Android
Change 4343893 by Cosmin.Sulea
UEMOB-465 - Add Device Output Log support for iOS
#jira UEMOB-465
Change 4343895 by Dmitriy.Dyomin
Fixed: DepthFade does not work in mobile emulation while MobileMSAA enabled
#jira UE-60404
Change 4343899 by Dmitriy.Dyomin
GitHub 4851 : Fix layer info property bNoWeightBlend not being saved after tiled landscape import (contributed by cmp-)
#4851
#jira UE-61437
Change 4343906 by Bogdan.Vasilache
Editor's feature level is now saved and restored between sessions
#jira UE-55506
#jira UE-59688
Change 4346729 by Jack.Porter
Fix CIS
#jira UE-63716
Change 4347811 by Jack.Porter
Fix dependency chain while including PIEPreviewDeviceSpecification
#jira UE-63755
Change 4348580 by Jack.Porter
Fix CIS issues in IOSPlatformWebBrowser
#jira UE-63809
Change 4350092 by Jack.Porter
Fix null pointer exception in iPhonePackager when a matching certificate cannot be found
#jira UE-63821
Change 4350968 by Jack.Porter
Update binaries for deployment server
#jira UEMOB-332
Change 4353925 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Rework PR 4912 from CL 4280211
#jira UE-62290
Change 4354034 by Jack.Porter
Rebuilt deployment server after backing out changes
#jira UE-63826
Change 4354338 by Ben.Marsh
Attempted fix for incorrect certificate errors when compiling remotely.
* Overloaded meaning of the -Certificate argument (ie. as the output path rather than as the desired certificate when selecting a provision) was causing certificate name check to fail. Now uses a different parameter to specify the output path.
* TVOS argument was not being passed when exporting the certificate, also causing the wrong provision/certificate pair to be selected.
* Add support for the -bundlename argument, though it shouldn't be necessary when invoked from UBT since the UUID discovered in a previous invocation of IPP is explicitly specified.
Since the provision UUID is already being specified to IPP, it should be able to identify the correct provision on phase -1 using this info.
#jira UE-63859
Change 4354459 by Chris.Babcock
Fix issue with Android PCH include files
#jira UE-63909
#ue4
#android
Change 4255761 by Peter.Sauerbrei
fix for space in manifest name
#jira UE-63868
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4356719 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4356730 by chris babcock in Dev-VR branch]
1183 lines
53 KiB
JavaScript
1183 lines
53 KiB
JavaScript
// javascript code used with Epic Games HTML5 projects
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//
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// much of this is for UE4 development purposes.
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//
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// to create a custom JS file for your project:
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// - make a copy of this file - or make one from scratch
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// - and put it in: "your project folder"/Build/HTML/GameX.js.template
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// ================================================================================
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// ================================================================================
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// stubbing in missing/un-supported functions
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// .../Engine/Source/Runtime/Engine/Private/ActiveSound.cpp
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// // for velocity-based effects like doppler
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// ParseParams.Velocity = (ParseParams.Transform.GetTranslation() - LastLocation) / DeltaTime;
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window.AudioContext = ( window.AudioContext || window.webkitAudioContext || null );
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if ( AudioContext ) {
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var ue4_hacks = {}; // making this obvious...
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ue4_hacks.ctx = new AudioContext();
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ue4_hacks.panner = ue4_hacks.ctx.createPanner();
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ue4_hacks.panner.__proto__.setVelocity = ( ue4_hacks.panner.__proto__.setVelocity || function(){} );
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}
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// ================================================================================
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// ================================================================================
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// project configuration
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// Minimum WebGL version that the page needs in order to run. UE4 will attempt to use WebGL 2 if available.
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// Set this to 1 to run with a WebGL 1 fallback if the graphical features required by your UE4 project are
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// low enough that they do not strictly require WebGL 2.
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const requiredWebGLVersion = 1;
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// Add ?webgl1 GET param to explicitly test the WebGL 1 fallback version even if browser does support WebGL 2.
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const explicitlyUseWebGL1 = (location.search.indexOf('webgl1') != -1);
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// "Project Settings" -> Platforms -> HTML5 -> Packaging -> "Compress files during shipping packaging"
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// When hosting UE4 builds live on a production CDN, compression should always be enabled,
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// since uncompressed files are too huge to be downloaded over the web.
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// Please view tip in "Project Setting" for more information.
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const serveCompressedAssets = %SERVE_COMPRESSED%;
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// "Project Settings" -> Project -> Packaging -> "Use Pak File"
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// For the large .data file, there's two ways to manage compression: either UE4 UnrealPak tool can compress it in engine, or
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// it can be gzip compressed on disk like other assets. Compressing via UnrealPak has the advantage of storing a smaller data
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// file to IndexedDB, whereas gzip compressing to disk has the advantage of starting up the page slightly faster.
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// If true, serve out 'UE4Game.data.gz', if false, serve out 'UE4Game.data'.
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//const dataFileIsGzipCompressed = false;
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// ================================================================================
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// *** HTML5 emscripten ***
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var Module = {
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// state management
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infoPrinted: false,
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lastcurrentDownloadedSize: 0,
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totalDependencies: 0,
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dataBytesStoredInIndexedDB: 0, // Track how much data is currently stored in IndexedDB.
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assetDownloadProgress: {}, // Track how many bytes of each needed asset has been downloaded so far.
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UE4_indexedDBName: 'UE4_assetDatabase_%SHORTNAME%', // this should be an ascii ID string without special characters that is unique to the project that is being packaged
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UE4_indexedDBVersion: %TIMESTAMP%, // Bump this number to invalidate existing IDB storages in browsers.
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};
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// ================================================================================
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// *** HTML5 UE4 ***
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Module.arguments = [%UE4CMDLINE%];
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// UE4 Editor or UE4 Frontend with assets "cook on the fly"?
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if (location.host != "" && (location.search.indexOf('cookonthefly') != -1)) {
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Module.arguments.push("'-filehostIp=" + location.protocol + "//" + location.host + "'");
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}
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var UE4 = {
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on_fatal: function() {
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try {
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UE4.on_fatal = Module.cwrap('on_fatal', null, ['string', 'string']);
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} catch(e) {
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UE4.on_fatal = function() {};
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}
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},
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};
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// ----------------------------------------
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// UE4 error and logging
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document.addEventListener('error', function(){document.getElementById('clear_indexeddb').style.display = 'inline-block';}, false);
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function addLog(info, color) {
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$("#logwindow").append("<h4><small>" + info + " </small></h4>");
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}
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Module.print = addLog;
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Module.printErr = function(text) {
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console.error(text);
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};
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window.onerror = function(e) {
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e = e.toString();
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if (e.toLowerCase().indexOf('memory') != -1) {
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e += '<br>';
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if (!heuristic64BitBrowser) e += ' Try running in a 64-bit browser to resolve.';
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}
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showErrorDialog(e);
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}
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// ================================================================================
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// ================================================================================
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// emscripten memory system
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// Tests if type === 'browser' or type === 'os' is 64-bit or not.
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function heuristicIs64Bit(type) {
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function contains(str, substrList) { for(var i in substrList) if (str.indexOf(substrList[i]) != -1) return true; return false; }
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var ua = (navigator.userAgent + ' ' + navigator.oscpu + ' ' + navigator.platform).toLowerCase();
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if (contains(ua, ['wow64'])) return type === 'os'; // 32bit browser on 64bit OS
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if (contains(ua, ['x86_64', 'amd64', 'ia64', 'win64', 'x64', 'arm64', 'irix64', 'mips64', 'ppc64', 'sparc64'])) return true;
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if (contains(ua, ['i386', 'i486', 'i586', 'i686', 'x86', 'arm7', 'android', 'mobile', 'win32'])) return false;
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if (contains(ua, ['intel mac os'])) return true;
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return false;
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}
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// For best stability on 32-bit browsers, allocate asm.js/WebAssembly heap up front before proceeding
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// to load any other page content. This mitigates the chances that loading up page assets first would
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// fragment the memory area of the browser process.
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var pageSize = 64 * 1024;
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var heuristic64BitBrowser = heuristicIs64Bit('browser');
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function alignPageUp(size) { return pageSize * Math.ceil(size / pageSize); }
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// The application should not be able to allocate more than MAX bytes of memory. If the application
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// attempts to allocate any more, it will be forbidden. Use this field to defensively impose a
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// strict limit to an application to keep it from going rogue with its memory usage beyond some
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// undesired limit. The absolute maximum that is possible is one memory page short of 2GB.
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var MAX_MEMORY_64BIT = Infinity;
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var MAX_MEMORY_32BIT = 512*1024*1024;
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var MAX_MEMORY = Math.min(alignPageUp(heuristic64BitBrowser ? MAX_MEMORY_64BIT : MAX_MEMORY_32BIT), 2048 * 1024 * 1024 - pageSize);
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// The application needs at least this much memory to run. If the browser can't provide this,
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// the page startup should be aborted in an out-of-memory exception.
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var MIN_MEMORY = Math.min(alignPageUp(32 * 1024 * 1024), MAX_MEMORY);
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// As a hint to the implementation, the application would prefer to reserve this much address
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// space at startup, and the browser will attempt its best to satisfy this. If this is not
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// possible, the browser will attempt to allocate anything as close to this IDEAL amount as
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// possible, but at least MIN bytes.
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var IDEAL_MEMORY_64BIT = %HEAPSIZE%;
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var IDEAL_MEMORY_32BIT = %HEAPSIZE%;
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var IDEAL_MEMORY = Math.min(Math.max(alignPageUp(heuristic64BitBrowser ? IDEAL_MEMORY_64BIT : IDEAL_MEMORY_32BIT), MIN_MEMORY), MAX_MEMORY);
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// If true, assume the application will have most of its memory allocation pressure inside the
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// application heap, so reserve address space there up front. If false, assume that the memory
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// allocation pressure is outside the heap, so avoid reserving memory up front, until needed.
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var RESERVE_MAX_64BIT = true;
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var RESERVE_MAX_32BIT = false;
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var RESERVE_MAX = heuristic64BitBrowser ? RESERVE_MAX_64BIT : RESERVE_MAX_32BIT;
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function MB(x) { return (x/1024/1024) + 'MB'; }
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function allocateHeap() {
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// Try to get as much memory close to IDEAL, but at least MIN.
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for(var mem = IDEAL_MEMORY; mem >= MIN_MEMORY; mem -= pageSize) {
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try {
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if (RESERVE_MAX)
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Module['wasmMemory'] = new WebAssembly.Memory({ initial: mem / pageSize, maximum: MAX_MEMORY / pageSize });
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else
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Module['wasmMemory'] = new WebAssembly.Memory({ initial: mem / pageSize });
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Module['buffer'] = Module['wasmMemory'].buffer;
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if (Module['buffer'].byteLength != mem) throw 'Out of memory';
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break;
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} catch(e) { /*nop*/ }
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}
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if (!Module['buffer'] || !(Module['buffer'].byteLength >= MIN_MEMORY)) {
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delete Module['buffer'];
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throw 'Out of memory';
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}
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Module['TOTAL_MEMORY'] = Module['buffer'].byteLength;
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}
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allocateHeap();
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Module['MAX_MEMORY'] = MAX_MEMORY;
|
|
console.log('Initial memory size: ' + MB(Module['TOTAL_MEMORY']) + ' (MIN_MEMORY: ' + MB(MIN_MEMORY) + ', IDEAL_MEMORY: ' + MB(IDEAL_MEMORY) + ', MAX_MEMORY: ' + MB(MAX_MEMORY) + ', RESERVE_MAX: ' + RESERVE_MAX + ', heuristic64BitBrowser: ' + heuristic64BitBrowser + ', heuristic64BitOS: ' + heuristicIs64Bit('os') + ')');
|
|
|
|
|
|
|
|
|
|
// ================================================================================
|
|
// WebGL
|
|
|
|
Module['preinitializedWebGLContext'] = null;
|
|
|
|
Module['canvas'] = document.getElementById('canvas');
|
|
|
|
function getGpuInfo() {
|
|
var gl = Module['preinitializedWebGLContext'];
|
|
if (!gl) return '(no GL: ' + Module['webGLErrorReason'] + ')';
|
|
|
|
var glInfo = '';
|
|
var debugInfo = gl.getExtension('WEBGL_debug_renderer_info');
|
|
if (debugInfo) glInfo += gl.getParameter(debugInfo.UNMASKED_VENDOR_WEBGL) + ' ' + gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL) + '/';
|
|
glInfo += gl.getParameter(gl.VENDOR) + ' ' + gl.getParameter(gl.RENDERER);
|
|
glInfo += ' ' + gl.getParameter(gl.VERSION);
|
|
glInfo += ', ' + gl.getParameter(gl.SHADING_LANGUAGE_VERSION);
|
|
if (Module['softwareWebGL']) glInfo += ' (software)';
|
|
return glInfo;
|
|
}
|
|
|
|
function detectWebGL() {
|
|
var canvas = Module['canvas'] || document.createElement("canvas");
|
|
// If you run into problems with WebGL 2, or for quick testing purposes, you can disable UE4
|
|
// from using WebGL 2 and revert back to WebGL 1 by setting the following flag to true.
|
|
var disableWebGL2 = false;
|
|
if (explicitlyUseWebGL1) {
|
|
disableWebGL2 = true;
|
|
console.log('Disabled WebGL 2 as requested by ?webgl1 GET param.');
|
|
}
|
|
var names = ["webgl", "experimental-webgl"];
|
|
if (disableWebGL2) {
|
|
WebGL2RenderingContext = undefined;
|
|
} else {
|
|
names = ["webgl2"].concat(names);
|
|
}
|
|
function testError(e) { Module['webGLErrorReason'] = e.statusMessage; };
|
|
canvas.addEventListener("webglcontextcreationerror", testError, false);
|
|
try {
|
|
for(var failIfMajorPerformanceCaveat = 1; failIfMajorPerformanceCaveat >= 0; --failIfMajorPerformanceCaveat) {
|
|
for(var i in names) {
|
|
try {
|
|
var context = canvas.getContext(names[i], {antialias:false,alpha:false,depth:true,stencil:true,failIfMajorPerformanceCaveat:!!failIfMajorPerformanceCaveat});
|
|
Module['preinitializedWebGLContext'] = context;
|
|
Module['softwareWebGL'] = !failIfMajorPerformanceCaveat;
|
|
if (context && typeof context.getParameter == "function") {
|
|
if (typeof WebGL2RenderingContext !== 'undefined' && context instanceof WebGL2RenderingContext && names[i] == 'webgl2') {
|
|
return 2;
|
|
} else {
|
|
// We were able to precreate only a WebGL 1 context, remove support for WebGL 2 from the rest of the page execution.
|
|
WebGL2RenderingContext = undefined;
|
|
return 1;
|
|
}
|
|
}
|
|
} catch(e) { Module['webGLErrorReason'] = e.toString(); }
|
|
}
|
|
}
|
|
} finally {
|
|
canvas.removeEventListener("webglcontextcreationerror", testError, false);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
// ----------------------------------------
|
|
// ----------------------------------------
|
|
// canvas - scaling
|
|
|
|
// Canvas scaling mode should be set to one of: 1=STRETCH, 2=ASPECT, or 3=FIXED.
|
|
// This dictates how the canvas size changes when the browser window is resized
|
|
// by dragging from the corner.
|
|
var canvasWindowedScaleMode = %CANVASSCALEMODE%;
|
|
|
|
// High DPI setting configures whether to match the canvas size 1:1 with
|
|
// the physical pixels on the screen.
|
|
// For background, see https://www.khronos.org/webgl/wiki/HandlingHighDPI
|
|
var canvasWindowedUseHighDpi = true;
|
|
|
|
// Stores the initial size of the canvas in physical pixel units.
|
|
// If canvasWindowedScaleMode == 3 (FIXED), this size defines the fixed resolution
|
|
// that the app will render to.
|
|
// If canvasWindowedScaleMode == 2 (ASPECT), this size defines only the aspect ratio
|
|
// that the canvas will be constrained to.
|
|
// If canvasWindowedScaleMode == 1 (STRETCH), these size values are ignored.
|
|
var canvasAspectRatioWidth = 1366;
|
|
var canvasAspectRatioHeight = 768;
|
|
|
|
|
|
// The resizeCanvas() function recomputes the canvas size on the page as the user changes
|
|
// the browser window size.
|
|
function resizeCanvas(aboutToEnterFullscreen) {
|
|
// Configuration variables, feel free to play around with these to tweak.
|
|
var minimumCanvasHeightCssPixels = 480; // the visible size of the canvas should always be at least this high (in CSS pixels)
|
|
var minimumCanvasHeightFractionOfBrowserWindowHeight = 0.65; // and also vertically take up this much % of the total browser client area height.
|
|
|
|
if (aboutToEnterFullscreen && !aboutToEnterFullscreen.type) { // UE4 engine is calling this function right before entering fullscreen?
|
|
// If you want to perform specific resolution setup here, do so by setting Module['canvas'].width x Module['canvas'].height now,
|
|
// and configure Module['UE4_fullscreenXXX'] fields above. Most of the time, the defaults are good, so no need to resize here.
|
|
// Return true here if you want to abort entering fullscreen mode altogether.
|
|
return;
|
|
}
|
|
|
|
// The browser called resizeCanvas() to notify that we just entered fullscreen? In that case, we never react, since the strategy is
|
|
// to always set the canvas size right before entering fullscreen.
|
|
if (document.fullscreenElement || document.mozFullScreenElement || document.webkitFullscreenElement || document.msFullscreenElement) {
|
|
return;
|
|
}
|
|
|
|
var mainArea = document.getElementById('mainarea');
|
|
var canvasRect = mainArea.getBoundingClientRect();
|
|
|
|
// Compute the unconstrained size for the div that encloses the canvas, in CSS pixel units.
|
|
var cssWidth = canvasRect.right - canvasRect.left;
|
|
var cssHeight = Math.max(minimumCanvasHeightCssPixels, canvasRect.bottom - canvasRect.top, window.innerHeight * minimumCanvasHeightFractionOfBrowserWindowHeight);
|
|
|
|
if (canvasWindowedScaleMode == 3/*NONE*/) {
|
|
// In fixed display mode, render to a statically determined WebGL render target size.
|
|
var newRenderTargetWidth = canvasAspectRatioWidth;
|
|
var newRenderTargetHeight = canvasAspectRatioHeight;
|
|
} else {
|
|
// Convert unconstrained render target size from CSS to physical pixel units.
|
|
var newRenderTargetWidth = canvasWindowedUseHighDpi ? (cssWidth * window.devicePixelRatio) : cssWidth;
|
|
var newRenderTargetHeight = canvasWindowedUseHighDpi ? (cssHeight * window.devicePixelRatio) : cssHeight;
|
|
|
|
// Apply aspect ratio constraints, if desired.
|
|
if (canvasWindowedScaleMode == 2/*ASPECT*/) {
|
|
if (cssWidth * canvasAspectRatioHeight > canvasAspectRatioWidth * cssHeight) {
|
|
newRenderTargetWidth = newRenderTargetHeight * canvasAspectRatioWidth / canvasAspectRatioHeight;
|
|
} else {
|
|
newRenderTargetHeight = newRenderTargetWidth * canvasAspectRatioHeight / canvasAspectRatioWidth;
|
|
}
|
|
}
|
|
|
|
// WebGL render target sizes are always full integer pixels in size, so rounding is critical for CSS size computations below.
|
|
newRenderTargetWidth = Math.round(newRenderTargetWidth);
|
|
newRenderTargetHeight = Math.round(newRenderTargetHeight);
|
|
}
|
|
|
|
// Very subtle but important behavior is that the size of a DOM element on a web page in CSS pixel units can be a fraction, e.g. on
|
|
// high DPI scaling displays (CSS pixel units are "virtual" pixels). If the CSS size and physical pixel size of the WebGL canvas do
|
|
// not correspond to each other 1:1 after window.devicePixelRatio scaling has been applied, the result can look blurry. Therefore always
|
|
// first compute the WebGL render target size first in physical pixels, and convert that back to CSS pixels so that the CSS pixel size
|
|
// will perfectly align up and the result look clear without scaling applied.
|
|
cssWidth = canvasWindowedUseHighDpi ? (newRenderTargetWidth / window.devicePixelRatio) : newRenderTargetWidth;
|
|
cssHeight = canvasWindowedUseHighDpi ? (newRenderTargetHeight / window.devicePixelRatio) : newRenderTargetHeight;
|
|
|
|
Module['canvas'].width = newRenderTargetWidth;
|
|
Module['canvas'].height = newRenderTargetHeight;
|
|
|
|
Module['canvas'].style.width = cssWidth + 'px';
|
|
Module['canvas'].style.height = mainArea.style.height = cssHeight + 'px';
|
|
|
|
// Tell the engine that the web page has changed the size of the WebGL render target on the canvas (Module['canvas'].width/height).
|
|
// This will update the GL viewport and propagate the change throughout the engine.
|
|
// If the CSS style size is changed, this function doesn't need to be called.
|
|
if (UE_JSlib.UE_CanvasSizeChanged) UE_JSlib.UE_CanvasSizeChanged();
|
|
}
|
|
Module['UE4_resizeCanvas'] = resizeCanvas;
|
|
|
|
|
|
// ----------------------------------------
|
|
// ----------------------------------------
|
|
// canvas - fullscreen
|
|
|
|
// Fullscreen scaling mode behavior (export these to Module object for the engine to read)
|
|
// This value is one of:
|
|
// 0=NONE: The same canvas size is kept when entering fullscreen without change.
|
|
// 1=STRETCH: The canvas is resized to the size of the whole screen, potentially changing aspect ratio.
|
|
// 2=ASPECT: The canvas is resized to the size of the whole screen, but retaining current aspect ratio.
|
|
// 3=FIXED: The canvas is centered on screen with a fixed resolution.
|
|
Module['UE4_fullscreenScaleMode'] = 1;//canvasWindowedScaleMode; // BUG: if using FIXED, fullscreen gets some strange padding on margin...
|
|
|
|
// When entering fullscreen mode, should UE4 engine resize the canvas?
|
|
// 0=No resizing (do it manually in resizeCanvas()), 1=Resize to standard DPI, 2=Resize to highDPI
|
|
Module['UE4_fullscreenCanvasResizeMode'] = canvasWindowedUseHighDpi ? 2/*HIDPI*/ : 1/*Standard DPI*/;
|
|
|
|
// Specifies how canvas is scaled to fullscreen, if not rendering in 1:1 pixel perfect mode.
|
|
// One of 0=Default, 1=Nearest, 2=Bilinear
|
|
Module['UE4_fullscreenFilteringMode'] = 0;
|
|
|
|
|
|
|
|
|
|
// ================================================================================
|
|
// ================================================================================
|
|
// IndexDB
|
|
|
|
// NOTE: in a future release of UE4 - this whole section WILL GO AWAY (i.e. handled internally)
|
|
|
|
|
|
var enableReadFromIndexedDB = (location.search.indexOf('noidbread') == -1);
|
|
var enableWriteToIndexedDB = enableReadFromIndexedDB && (location.search.indexOf('noidbwrite') == -1);
|
|
%DISABLE_INDEXEDDB%
|
|
|
|
if (!enableReadFromIndexedDB) showWarningRibbon('Running with IndexedDB access disabled.');
|
|
else if (!enableWriteToIndexedDB) showWarningRibbon('Running in read-only IndexedDB access mode.');
|
|
|
|
|
|
function getIDBRequestErrorString(req) {
|
|
try { return req.error ? ('IndexedDB ' + req.error.name + ': ' + req.error.message) : req.result;
|
|
} catch(ex) { return null; }
|
|
}
|
|
|
|
function formatBytes(bytes) {
|
|
if (bytes >= 1024*1024*1024) return (bytes / (1024*1024*1024)).toFixed(1) + ' GB';
|
|
if (bytes >= 1024*1024) return (bytes / (1024*1024)).toFixed(0) + ' MB';
|
|
if (bytes >= 1024) return (bytes / 1024).toFixed(1) + ' KB';
|
|
return bytes + ' B';
|
|
}
|
|
|
|
function reportDataBytesStoredInIndexedDB(deltaBytes) {
|
|
if (deltaBytes === null) Module['dataBytesStoredInIndexedDB'] = 0; // call with deltaBytes == null to report that DB was cleared.
|
|
else Module['dataBytesStoredInIndexedDB'] += deltaBytes;
|
|
document.getElementById('clear_indexeddb').innerText = 'Clear IndexedDB (' + formatBytes(Module['dataBytesStoredInIndexedDB']) + ')';
|
|
}
|
|
|
|
function deleteIndexedDBStorage(dbName, onsuccess, onerror, onblocked) {
|
|
var idb = window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB;
|
|
if (Module['dbInstance']) Module['dbInstance'].close();
|
|
if (!dbName) dbName = Module['UE4_indexedDBName'];
|
|
var req = idb.deleteDatabase(dbName);
|
|
req.onsuccess = function() { console.log('Deleted IndexedDB storage ' + dbName + '!'); reportDataBytesStoredInIndexedDB(null); if (onsuccess) onsuccess(); }
|
|
req.onerror = function(evt) {
|
|
var errorString = getIDBRequestErrorString(req);
|
|
console.error('Failed to delete IndexedDB storage ' + dbName + ', ' + errorString);
|
|
evt.preventDefault();
|
|
if (onerror) onerror(errorString);
|
|
};
|
|
req.onblocked = function(evt) {
|
|
var errorString = getIDBRequestErrorString(req);
|
|
console.error('Failed to delete IndexedDB storage ' + dbName + ', DB was blocked! ' + errorString);
|
|
evt.preventDefault();
|
|
if (onblocked) onblocked(errorString);
|
|
}
|
|
}
|
|
|
|
function storeToIndexedDB(db, key, value) {
|
|
return new Promise(function(resolve, reject) {
|
|
if (!enableWriteToIndexedDB) return reject('storeToIndexedDB: IndexedDB writes disabled by "?noidbwrite" option');
|
|
function fail(e) {
|
|
console.error('Failed to store file ' + key + ' to IndexedDB storage! error: ' + e);
|
|
if (!Module['idberrorShown']) {
|
|
showWarningRibbon('Failed to store file ' + key + ' to IndexedDB, error: ' + e);
|
|
Module['idberrorShown'] = true;
|
|
}
|
|
return reject(e);
|
|
}
|
|
if (!db) return fail('IndexedDB not available!');
|
|
if (location.protocol.indexOf('file') != -1) return reject('Loading via file://, skipping caching to IndexedDB');
|
|
|
|
try {
|
|
var transaction = db.transaction(['FILES'], 'readwrite');
|
|
var packages = transaction.objectStore('FILES');
|
|
var putRequest = packages.put(value, "file/" + Module.key + '/' + key);
|
|
putRequest.onsuccess = function(evt) {
|
|
if (value.byteLength || value.length) reportDataBytesStoredInIndexedDB(value.size || value.byteLength || value.length);
|
|
resolve(key);
|
|
};
|
|
putRequest.onerror = function(evt) {
|
|
var errorString = getIDBRequestErrorString(putRequest) || ('IndexedDB request error: ' + evt);
|
|
evt.preventDefault();
|
|
fail(errorString);
|
|
};
|
|
} catch(e) {
|
|
fail(e);
|
|
}
|
|
});
|
|
}
|
|
|
|
function fetchFromIndexedDB(db, key) {
|
|
return new Promise(function(resolve, reject) {
|
|
if (!enableReadFromIndexedDB) return reject('fetchFromIndexedDB: IndexedDB reads disabled by "?noidbread" option');
|
|
function fail(e) {
|
|
console.error('Failed to read file ' + key + ' from IndexedDB storage! error:');
|
|
console.error(e);
|
|
if (!Module['idberrorShown']) {
|
|
showWarningRibbon('Failed to read file ' + key + ' from IndexedDB, error: ' + e);
|
|
Module['idberrorShown'] = true;
|
|
}
|
|
return reject(e);
|
|
}
|
|
if (!db) return fail('IndexedDB not available!');
|
|
try {
|
|
var transaction = db.transaction(['FILES'], 'readonly');
|
|
var packages = transaction.objectStore('FILES');
|
|
var getRequest = packages.get("file/" + Module.key + '/' + key);
|
|
getRequest.onsuccess = function(evt) {
|
|
if (evt.target.result) {
|
|
var len = evt.target.result.size || evt.target.result.byteLength || evt.target.result.length;
|
|
if (len) reportDataBytesStoredInIndexedDB(len);
|
|
resolve(evt.target.result);
|
|
} else {
|
|
// Succeeded to load, but the load came back with the value of undefined, treat that as an error since we never store undefined in db.
|
|
reject();
|
|
}
|
|
};
|
|
getRequest.onerror = function(evt) {
|
|
var errorString = getIDBRequestErrorString(getRequest) || ('IndexedDB.get request error: ' + evt);
|
|
evt.preventDefault();
|
|
fail(errorString);
|
|
};
|
|
} catch(e) {
|
|
fail(e);
|
|
}
|
|
});
|
|
}
|
|
|
|
function fetchOrDownloadAndStore(db, url, responseType) {
|
|
return new Promise(function(resolve, reject) {
|
|
fetchFromIndexedDB(db, url)
|
|
.then(function(data) { return resolve(data); })
|
|
.catch(function(error) {
|
|
return download(url, responseType)
|
|
.then(function(data) {
|
|
// Treat IDB store as separate operation that's not part of the Promise chain.
|
|
/*return*/ storeToIndexedDB(db, url, data)
|
|
.then(function() { return resolve(data); })
|
|
.catch(function(error) {
|
|
console.error('Failed to store download to IndexedDB! ' + error);
|
|
return resolve(data); // succeeded download, but failed to store - ignore failure in that case and just proceed to run by calling the success handler.
|
|
})
|
|
})
|
|
.catch(function(error) { return reject(error); })
|
|
});
|
|
});
|
|
}
|
|
|
|
function openIndexedDB(dbName, dbVersion) {
|
|
return new Promise(function(resolve, reject) {
|
|
if (!enableReadFromIndexedDB) return reject('openIndexedDB: IndexedDB disabled by "?noidbread" option');
|
|
try {
|
|
var idb = window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB;
|
|
var openRequest = idb.open(dbName, dbVersion);
|
|
} catch(e) { return reject(e); }
|
|
|
|
openRequest.onupgradeneeded = function(evt) {
|
|
var db = evt.target.result;
|
|
if (db.objectStoreNames.contains('FILES')) db.deleteObjectStore('FILES');
|
|
db.createObjectStore('FILES');
|
|
};
|
|
openRequest.onsuccess = function(evt) {
|
|
resolve(evt.target.result);
|
|
};
|
|
openRequest.onerror = function(evt) {
|
|
var errorString = getIDBRequestErrorString(openRequest) || ('IndexedDB request error: ' + evt);
|
|
evt.preventDefault();
|
|
reject(errorString);
|
|
};
|
|
});
|
|
}
|
|
|
|
// Module.locateFile() routes asset downloads to either gzip compressed or uncompressed assets.
|
|
Module.locateFile = function(name) {
|
|
var serveGzipped = serveCompressedAssets;
|
|
// When serving from file:// URLs, don't read .gz compressed files, because these files can't be transparently uncompressed.
|
|
var isFileProtocol = name.indexOf('file://') != -1 || location.protocol.indexOf('file') != -1;
|
|
if (isFileProtocol) {
|
|
if (!Module['shownFileProtocolWarning']) {
|
|
showWarningRibbon('Attempting to load the page via the "file://" protocol. This only works in Firefox, and even there only when not using compression, so attempting to load uncompressed assets. Please host the page on a web server and visit it via a "http://" URL.');
|
|
Module['shownFileProtocolWarning'] = true;
|
|
}
|
|
serveGzipped = false;
|
|
}
|
|
|
|
// uncompressing very large gzip files may slow down startup times.
|
|
// if (!dataFileIsGzipCompressed && name.split('.').slice(-1)[0] == 'data') serveGzipped = false;
|
|
|
|
return serveGzipped ? (name + 'gz') : name;
|
|
};
|
|
|
|
// see site/source/docs/api_reference/module.rst for details
|
|
Module.getPreloadedPackage = function(remotePackageName, remotePackageSize) {
|
|
return Module['preloadedPackages'] ? Module['preloadedPackages'][remotePackageName] : null;
|
|
}
|
|
|
|
|
|
|
|
|
|
// ================================================================================
|
|
// COMPILER
|
|
|
|
// ----------------------------------------
|
|
// wasm
|
|
|
|
Module['instantiateWasm'] = function(info, receiveInstance) {
|
|
Module['wasmDownloadAction'].then(function(downloadResults) {
|
|
taskProgress(TASK_COMPILING);
|
|
var wasmInstantiate = WebAssembly.instantiate(downloadResults.wasmModule || new Uint8Array(downloadResults.wasmBytes), info);
|
|
return wasmInstantiate.then(function(output) {
|
|
var instance = output.instance || output;
|
|
var module = output.module;
|
|
taskFinished(TASK_COMPILING);
|
|
Module['wasmInstantiateActionResolve'](instance);
|
|
receiveInstance(instance);
|
|
|
|
// After a successful instantiation, attempt to save the compiled Wasm Module object to IndexedDB.
|
|
if (!downloadResults.fromIndexedDB) {
|
|
storeToIndexedDB(downloadResults.db, 'wasmModule', module).catch(function() {
|
|
// If the browser did not support storing Wasm Modules to IndexedDB, try to store the Wasm instance instead.
|
|
return storeToIndexedDB(downloadResults.db, 'wasmBytes', downloadResults.wasmBytes);
|
|
});
|
|
}
|
|
});
|
|
}).catch(function(error) {
|
|
$ ('#mainarea').empty();
|
|
$ ('#mainarea').append('<div class="alert alert-danger centered-axis-xy" style ="min-height: 10pt" role="alert">WebAssembly instantiation failed: <br> ' + error + '</div></div>');
|
|
});
|
|
return {};
|
|
}
|
|
|
|
|
|
// ----------------------------------------
|
|
// shaders
|
|
|
|
function compileShadersFromJson(jsonData) {
|
|
var shaderPrograms = [];
|
|
if (jsonData instanceof ArrayBuffer) jsonData = new TextDecoder('utf-8').decode(new DataView(jsonData));
|
|
var programsDict = JSON.parse(jsonData);
|
|
for(var i in programsDict) {
|
|
shaderPrograms.push(programsDict[i]);
|
|
}
|
|
|
|
var gl = Module['preinitializedWebGLContext'];
|
|
|
|
Module['precompiledShaders'] = [];
|
|
Module['precompiledPrograms'] = [];
|
|
|
|
Module['glIDCounter'] = 1;
|
|
Module['precompiledUniforms'] = [null];
|
|
|
|
var promise = new Promise(function(resolve, reject) {
|
|
var nextProgramToBuild = 0;
|
|
function buildProgram() {
|
|
if (nextProgramToBuild >= shaderPrograms.length) {
|
|
taskFinished(TASK_SHADERS);
|
|
return resolve();
|
|
}
|
|
var p = shaderPrograms[nextProgramToBuild++];
|
|
taskProgress(TASK_SHADERS, {current: nextProgramToBuild, total: shaderPrograms.length });
|
|
var program = gl.createProgram();
|
|
|
|
function lineNumberize(str) {
|
|
str = str.split('\n');
|
|
for(var i = 0; i < str.length; ++i) str[i] = (i<9?' ':'') + (i<99?' ':'') + (i+1) + ': ' + str[i];
|
|
return str.join('\n');
|
|
}
|
|
|
|
var vs = gl.createShader(gl.VERTEX_SHADER);
|
|
gl.shaderSource(vs, p.vs);
|
|
gl.compileShader(vs);
|
|
var success = gl.getShaderParameter(vs, gl.COMPILE_STATUS);
|
|
var compileLog = gl.getShaderInfoLog(vs);
|
|
if (compileLog) compileLog = compileLog.trim();
|
|
if (compileLog) console.error('Compiling vertex shader: ' + lineNumberize(p.vs));
|
|
if (!success) console.error('Vertex shader compilation failed!');
|
|
if (compileLog) console.error('Compilation log: ' + compileLog);
|
|
if (!success) return reject('Vertex shader compilation failed: ' + compileLog);
|
|
gl.attachShader(program, vs);
|
|
|
|
Module['precompiledShaders'].push({
|
|
vs: p.vs,
|
|
shader: vs,
|
|
program: program
|
|
});
|
|
|
|
var fs = gl.createShader(gl.FRAGMENT_SHADER);
|
|
gl.shaderSource(fs, p.fs);
|
|
gl.compileShader(fs);
|
|
var success = gl.getShaderParameter(fs, gl.COMPILE_STATUS);
|
|
var compileLog = gl.getShaderInfoLog(fs);
|
|
if (compileLog) compileLog = compileLog.trim();
|
|
if (compileLog) console.error('Compiling fragment shader: ' + lineNumberize(p.fs));
|
|
if (!success) console.error('Fragment shader compilation failed!');
|
|
if (compileLog) console.error('Compilation log: ' + compileLog);
|
|
if (!success) return reject('Fragment shader compilation failed: ' + compileLog);
|
|
gl.attachShader(program, fs);
|
|
|
|
Module['precompiledShaders'].push({
|
|
fs: p.fs,
|
|
shader: fs,
|
|
program: program
|
|
});
|
|
|
|
for(var name in p.attribs) {
|
|
gl.bindAttribLocation(program, p.attribs[name], name);
|
|
}
|
|
gl.linkProgram(program);
|
|
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
|
|
var linkLog = gl.getProgramInfoLog(program);
|
|
if (linkLog) linkLog = linkLog.trim();
|
|
if (linkLog) console.error('Linking shader program, vs: \n' + lineNumberize(p.vs) + ', \n fs:\n' + lineNumberize(p.fs));
|
|
if (!success) console.error('Shader program linking failed!');
|
|
if (linkLog) console.error('Link log: ' + linkLog);
|
|
if (!success) return reject('Shader linking failed: ' + linkLog);
|
|
|
|
var ptable = {
|
|
uniforms: {},
|
|
maxUniformLength: 0,
|
|
maxAttributeLength: -1,
|
|
maxUniformBlockNameLength: -1
|
|
};
|
|
var GLctx = gl;
|
|
var utable = ptable.uniforms;
|
|
var numUniforms = GLctx.getProgramParameter(program, GLctx.ACTIVE_UNIFORMS);
|
|
for (var i = 0; i < numUniforms; ++i) {
|
|
var u = GLctx.getActiveUniform(program, i);
|
|
var name = u.name;
|
|
ptable.maxUniformLength = Math.max(ptable.maxUniformLength, name.length + 1);
|
|
if (name.indexOf("]", name.length - 1) !== -1) {
|
|
var ls = name.lastIndexOf("[");
|
|
name = name.slice(0, ls);
|
|
}
|
|
var loc = GLctx.getUniformLocation(program, name);
|
|
var id = Module['glIDCounter']++;
|
|
utable[name] = [ u.size, id ];
|
|
Module['precompiledUniforms'].push(loc);
|
|
if (Module['precompiledUniforms'].length != Module['glIDCounter']) throw 'uniforms array not in sync! ' + Module['precompiledUniforms'].length + ', ' + Module['glIDCounter'];
|
|
for (var j = 1; j < u.size; ++j) {
|
|
var n = name + "[" + j + "]";
|
|
loc = GLctx.getUniformLocation(program, n);
|
|
id = Module['glIDCounter']++;
|
|
Module['precompiledUniforms'].push(loc);
|
|
if (Module['precompiledUniforms'].length != Module['glIDCounter']) throw 'uniforms array not in sync! ' + Module['precompiledUniforms'].length + ', ' + Module['glIDCounter'];
|
|
}
|
|
}
|
|
|
|
var e = gl.getError();
|
|
if (e) {
|
|
console.error('Precompiling shaders got GL error: ' + e);
|
|
return reject('Precompiling shaders got GL error: ' + e);
|
|
}
|
|
Module['precompiledPrograms'].push({
|
|
program: program,
|
|
programInfos: ptable,
|
|
vs: p.vs,
|
|
fs: p.fs
|
|
});
|
|
setTimeout(buildProgram, 0);
|
|
}
|
|
setTimeout(buildProgram, 0);
|
|
})
|
|
|
|
return promise;
|
|
}
|
|
|
|
|
|
|
|
|
|
// ================================================================================
|
|
// download project files and progress handlers
|
|
|
|
var TASK_DOWNLOADING = 0;
|
|
var TASK_COMPILING = 1;
|
|
var TASK_SHADERS = 2;
|
|
var TASK_MAIN = 3;
|
|
var loadTasks = [ 'Downloading', 'Compiling WebAssembly', 'Building shaders', 'Launching engine'];
|
|
|
|
function taskProgress(taskId, progress) {
|
|
var c = document.getElementById('compilingmessage');
|
|
if (c) c.style.display = 'block';
|
|
else return;
|
|
var l = document.getElementById('load_' + taskId);
|
|
if (!l) {
|
|
var tasks = document.getElementById('loadTasks');
|
|
if (!tasks) return;
|
|
l = document.createElement('div');
|
|
l.innerHTML = '<span id="icon_' + taskId + '" class="glyphicon glyphicon-refresh glyphicon-spin"></span> <span id="load_' + taskId + '"></span>';
|
|
tasks.appendChild(l);
|
|
l = document.getElementById('load_' + taskId);
|
|
}
|
|
if (!l.startTime) l.startTime = performance.now();
|
|
var text = loadTasks[taskId];
|
|
if (progress && progress.total) {
|
|
text += ': ' + (progress.currentShow || progress.current) + '/' + (progress.totalShow || progress.total) + ' (' + (progress.current * 100 / progress.total).toFixed(0) + '%)';
|
|
} else {
|
|
text += '...';
|
|
}
|
|
l.innerHTML = text;
|
|
}
|
|
|
|
function taskFinished(taskId, error) {
|
|
var l = document.getElementById('load_' + taskId);
|
|
var icon = document.getElementById('icon_' + taskId);
|
|
if (l && icon) {
|
|
var totalTime = performance.now() - l.startTime;
|
|
if (!error) {
|
|
l.innerHTML = loadTasks[taskId] + ' (' + (totalTime/1000).toFixed(2) + 's)';
|
|
icon.className = 'glyphicon glyphicon-ok';
|
|
}
|
|
else {
|
|
l.innerHTML = loadTasks[taskId] + ': FAILED! ' + error;
|
|
icon.className = 'glyphicon glyphicon-remove';
|
|
|
|
showErrorDialog(loadTasks[taskId] + ' failed: <br> ' + error);
|
|
}
|
|
}
|
|
}
|
|
|
|
function reportDownloadProgress(url, downloadedBytes, totalBytes, finished) {
|
|
Module['assetDownloadProgress'][url] = {
|
|
current: downloadedBytes,
|
|
total: totalBytes,
|
|
finished: finished
|
|
};
|
|
var aggregated = {
|
|
current: 0,
|
|
total: 0,
|
|
finished: true
|
|
};
|
|
for(var i in Module['assetDownloadProgress']) {
|
|
aggregated.current += Module['assetDownloadProgress'][i].current;
|
|
aggregated.total += Module['assetDownloadProgress'][i].total;
|
|
aggregated.finished = aggregated.finished && Module['assetDownloadProgress'][i].finished;
|
|
}
|
|
|
|
aggregated.currentShow = formatBytes(aggregated.current);
|
|
aggregated.totalShow = formatBytes(aggregated.total);
|
|
|
|
if (aggregated.finished) taskFinished(TASK_DOWNLOADING);
|
|
else taskProgress(TASK_DOWNLOADING, aggregated);
|
|
}
|
|
|
|
function download(url, responseType) {
|
|
return new Promise(function(resolve, reject) {
|
|
var xhr = new XMLHttpRequest();
|
|
xhr.open('GET', url, true);
|
|
xhr.responseType = responseType || 'blob';
|
|
reportDownloadProgress(url, 0, 1);
|
|
xhr.onload = function() {
|
|
if (xhr.status == 0 || (xhr.status >= 200 && xhr.status < 300)) {
|
|
var len = xhr.response.size || xhr.response.byteLength;
|
|
reportDownloadProgress(url, len, len, true);
|
|
resolve(xhr.response);
|
|
} else {
|
|
taskFinished(TASK_DOWNLOADING, 'HTTP error ' + (xhr.status || 404) + ' ' + xhr.statusText + ' on file ' + url);
|
|
reject({
|
|
status: xhr.status,
|
|
statusText: xhr.statusText
|
|
});
|
|
}
|
|
};
|
|
xhr.onprogress = function(p) {
|
|
if (p.lengthComputable) reportDownloadProgress(url, p.loaded, p.total);
|
|
};
|
|
xhr.onerror = function(e) {
|
|
var isFileProtocol = url.indexOf('file://') == 0 || location.protocol.indexOf('file') != -1;
|
|
if (isFileProtocol) taskFinished(TASK_DOWNLOADING, 'HTTP error ' + (xhr.status || 404) + ' ' + xhr.statusText + ' on file ' + url +'<br>Try using a web server to avoid loading via a "file://" URL.'); // Convert the most common source of errors to a more friendly message format.
|
|
else taskFinished(TASK_DOWNLOADING, 'HTTP error ' + (xhr.status || 404) + ' ' + xhr.statusText + ' on file ' + url);
|
|
reject({
|
|
status: xhr.status || 404,
|
|
statusText: xhr.statusText
|
|
});
|
|
};
|
|
xhr.onreadystatechange = function() {
|
|
if (xhr.readyState >= xhr.HEADERS_RECEIVED) {
|
|
if (url.endsWith('gz') && (xhr.status == 0 || xhr.status == 200)) {
|
|
if (xhr.getResponseHeader('Content-Encoding') != 'gzip') {
|
|
// A fallback is to set serveCompressedAssets = false to serve uncompressed assets instead, but that is not really recommended for production use, since gzip compression shrinks
|
|
// download sizes so dramatically that omitting it for production is not a good idea.
|
|
taskFinished(TASK_DOWNLOADING, 'Downloaded a compressed file ' + url + ' without the necessary HTTP response header "Content-Encoding: gzip" specified!<br>Please configure gzip compression on this asset on the web server to serve gzipped assets!');
|
|
xhr.onload = xhr.onprogress = xhr.onerror = xhr.onreadystatechange = null; // Abandon tracking events from this XHR further.
|
|
xhr.abort();
|
|
return reject({
|
|
status: 406,
|
|
statusText: 'Not Acceptable'
|
|
});
|
|
}
|
|
|
|
// After enabling Content-Encoding: gzip, make sure that the appropriate MIME type is being used for the asset, i.e. the MIME
|
|
// type should be that of the uncompressed asset, and not the MIME type of the compression method that was used.
|
|
if (xhr.getResponseHeader('Content-Type').toLowerCase().indexOf('zip') != -1) {
|
|
function expectedMimeType(url) {
|
|
if (url.indexOf('.wasm') != -1) return 'application/wasm';
|
|
if (url.indexOf('.js') != -1) return 'application/javascript';
|
|
return 'application/octet-stream';
|
|
}
|
|
taskFinished(TASK_DOWNLOADING, 'Downloaded a compressed file ' + url + ' with incorrect HTTP response header "Content-Type: ' + xhr.getResponseHeader('Content-Type') + '"!<br>Please set the MIME type of the asset to "' + expectedMimeType(url) + '".');
|
|
xhr.onload = xhr.onprogress = xhr.onerror = xhr.onreadystatechange = null; // Abandon tracking events from this XHR further.
|
|
xhr.abort();
|
|
return reject({
|
|
status: 406,
|
|
statusText: 'Not Acceptable'
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
xhr.send(null);
|
|
});
|
|
}
|
|
|
|
|
|
|
|
|
|
// ================================================================================
|
|
// ================================================================================
|
|
// UE4 DEFAULT UX TEMPLATE
|
|
|
|
function showErrorDialog(errorText) {
|
|
if ( errorText.indexOf('SyntaxError: ') != -1 ) { // this may be due to caching issue -- otherwise, compile time would have caught this
|
|
errorText = "NOTE: attempting to flush cache and force reload...<br>Please standby...";
|
|
setTimeout(function() {
|
|
location.reload(true);
|
|
}, 2000); // 2 seconds
|
|
}
|
|
console.error('error: ' + errorText);
|
|
var existingErrorDialog = document.getElementById('errorDialog');
|
|
if (existingErrorDialog) {
|
|
existingErrorDialog.innerHTML += '<br>' + errorText;
|
|
} else {
|
|
$('#mainarea').empty();
|
|
$('#mainarea').append('<div class="alert alert-danger centered-axis-xy" style ="min-height: 10pt" role="alert" id="errorDialog">' + errorText + '</div></div>');
|
|
}
|
|
}
|
|
|
|
function showWarningRibbon(warningText) {
|
|
var existingWarningDialog = document.getElementById('warningDialog');
|
|
if (existingWarningDialog) {
|
|
existingWarningDialog.innerHTML += '<br>' + warningText;
|
|
} else {
|
|
$('#buttonrow').prepend('<div class="alert alert-warning centered-axis-x" role="warning" id="warningDialog" style="padding-top:5px; padding-bottom: 5px">' + warningText + '</div></div>');
|
|
}
|
|
}
|
|
|
|
// Given a blob, asynchronously reads the byte contents of that blob to an arraybuffer and returns it as a Promise.
|
|
function readBlobToArrayBuffer(blob) {
|
|
return new Promise(function(resolve, reject) {
|
|
var fileReader = new FileReader();
|
|
fileReader.onload = function() { resolve(this.result); }
|
|
fileReader.onerror = function(e) { reject(e); }
|
|
fileReader.readAsArrayBuffer(blob);
|
|
});
|
|
}
|
|
|
|
// Asynchronously appends the given script code to DOM. This is to ensure that
|
|
// browsers parse and compile the JS code parallel to all other execution.
|
|
function addScriptToDom(scriptCode) {
|
|
return new Promise(function(resolve, reject) {
|
|
var script = document.createElement('script');
|
|
var blob = (scriptCode instanceof Blob) ? scriptCode : new Blob([scriptCode], { type: 'text/javascript' });
|
|
var objectUrl = URL.createObjectURL(blob);
|
|
script.src = objectUrl;
|
|
script.onload = function() {
|
|
script.onload = script.onerror = null; // Remove these onload and onerror handlers, because these capture the inputs to the Promise and the input function, which would leak a lot of memory!
|
|
URL.revokeObjectURL(objectUrl); // Free up the blob. Note that for debugging purposes, this can be useful to comment out to be able to read the sources in debugger.
|
|
resolve();
|
|
}
|
|
script.onerror = function(e) {
|
|
script.onload = script.onerror = null; // Remove these onload and onerror handlers, because these capture the inputs to the Promise and the input function, which would leak a lot of memory!
|
|
URL.revokeObjectURL(objectUrl);
|
|
console.error('script failed to add to dom: ' + e);
|
|
console.error(scriptCode);
|
|
console.error(e);
|
|
// The onerror event sends a DOM Level 3 event error object, which does not seem to have any kind of human readable error reason (https://developer.mozilla.org/en-US/docs/Web/Events/error)
|
|
// There is another error event object at https://developer.mozilla.org/en-US/docs/Web/API/ErrorEvent, which would have an error reason. Perhaps that error event might sometimes be fired,
|
|
// but if not, guess that the error reason was an OOM, since we are dealing with large .js files.
|
|
reject(e.message || "(out of memory?)");
|
|
}
|
|
document.body.appendChild(script);
|
|
});
|
|
}
|
|
|
|
|
|
// ----------------------------------------
|
|
// ----------------------------------------
|
|
// Startup task which is run after UE4 engine has launched.
|
|
|
|
function postRunEmscripten() {
|
|
taskFinished(TASK_MAIN);
|
|
$("#compilingmessage").remove();
|
|
|
|
// The default Emscripten provided canvas resizing behavior is not needed,
|
|
// since we are controlling the canvas sizes here, so stub those functions out.
|
|
Browser.updateCanvasDimensions = function() {};
|
|
Browser.setCanvasSize = function() {};
|
|
|
|
// If you'd like to configure the initial canvas size to render using the resolution
|
|
// defined in UE4 DefaultEngine.ini [SystemSettings] r.setRes=WidthxHeight,
|
|
// uncomment the following two lines before calling resizeCanvas() below:
|
|
|
|
// canvasAspectRatioWidth = UE_JSlib.UE_GSystemResolution_ResX();
|
|
// canvasAspectRatioHeight = UE_JSlib.UE_GSystemResolution_ResY();
|
|
|
|
// Configure the size of the canvas and display it.
|
|
resizeCanvas();
|
|
Module['canvas'].style.display = 'block';
|
|
|
|
// Whenever the browser window size changes, relayout the canvas size on the page.
|
|
window.addEventListener('resize', resizeCanvas, false);
|
|
window.addEventListener('orientationchange', resizeCanvas, false);
|
|
|
|
// The following is needed if game is within an iframe - main window already has focus...
|
|
window.focus();
|
|
}
|
|
Module.postRun = [postRunEmscripten];
|
|
|
|
|
|
// ----------------------------------------
|
|
// ----------------------------------------
|
|
// MAIN
|
|
|
|
$(document).ready(function() {
|
|
|
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Deduce which version to load up.
|
|
var supportsWasm = (typeof WebAssembly === 'object' && typeof WebAssembly.Memory === 'function');
|
|
if (!supportsWasm) {
|
|
showErrorDialog('Your browser does not support WebAssembly. Please try updating to latest 64-bit browser that supports WebAssembly.<br>Current user agent: ' + navigator.userAgent);
|
|
return;
|
|
}
|
|
|
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// memory heap
|
|
if (!Module['buffer'] && allocateHeapUpFront) {
|
|
showErrorDialog('Failed to allocate ' + MB(MIN_MEMORY) + ' of linear memory for the ' + 'WebAssembly' + ' heap!');
|
|
return;
|
|
}
|
|
|
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// check for webgl and cache it for later (UE_BrowserWebGLVersion() reads this)
|
|
Module['WEBGL_VERSION'] = detectWebGL();
|
|
console.log(getGpuInfo());
|
|
if (!Module['WEBGL_VERSION'] || Module['WEBGL_VERSION'] < requiredWebGLVersion) {
|
|
showErrorDialog('Your browser does not support WebGL ' + requiredWebGLVersion + '<br>Error reason: ' + (Module['webGLErrorReason'] || 'Unknown') + '. Try updating your browser and/or graphics card drivers.<br>Current renderer: ' + getGpuInfo());
|
|
return;
|
|
}
|
|
|
|
function shouldBrowserSupportWebGL2() {
|
|
var match = window.navigator.userAgent.match(/Firefox\/([0-9]+)\./);
|
|
if (match) return parseInt(match[1]) >= 51;
|
|
}
|
|
|
|
if (Module['WEBGL_VERSION'] < 2 && !explicitlyUseWebGL1) {
|
|
if (shouldBrowserSupportWebGL2()) {
|
|
showWarningRibbon('Your GPU does not support WebGL 2. This affects graphics performance and quality. Please try updating your graphics driver and/or browser to latest version.<br>Error reason: ' + (Module['webGLErrorReason'] || 'Unknown') + '<br>Current renderer: ' + getGpuInfo());
|
|
} else {
|
|
showWarningRibbon('The current browser does not support WebGL 2. This affects graphics performance and quality.<br>Please try updating your browser (and/or video drivers). NOTE: old hardware might have been blacklisted by this browser -- you may need to use a different browser.<br>Error reason: ' + (Module['webGLErrorReason'] || 'Unknown') + '<br>Current renderer: ' + getGpuInfo());
|
|
}
|
|
}
|
|
|
|
// The following WebGL 1.0 extensions are available in core WebGL 2.0 specification, so they are no longer shown in the extensions list.
|
|
var webGLExtensionsInCoreWebGL2 = ['ANGLE_instanced_arrays','EXT_blend_minmax','EXT_color_buffer_half_float','EXT_frag_depth','EXT_sRGB','EXT_shader_texture_lod','OES_element_index_uint','OES_standard_derivatives','OES_texture_float','OES_texture_half_float','OES_texture_half_float_linear','OES_vertex_array_object','WEBGL_color_buffer_float','WEBGL_depth_texture','WEBGL_draw_buffers'];
|
|
|
|
var supportedWebGLExtensions = Module['preinitializedWebGLContext'].getSupportedExtensions();
|
|
if (Module['WEBGL_VERSION'] >= 2) supportedWebGLExtensions = supportedWebGLExtensions.concat(webGLExtensionsInCoreWebGL2);
|
|
|
|
// The following WebGL extensions are required by UE4/this project, and it cannot run without.
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var requiredWebGLExtensions = []; // TODO: List WebGL extensions here that the demo needs and can't run without.
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for(var i in requiredWebGLExtensions) {
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if (supportedWebGLExtensions.indexOf(requiredWebGLExtensions[i]) == -1) {
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showErrorDialog('Your browser does not support WebGL extension ' + requiredWebGLExtensions[i] + ', which is required to run this page!');
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|
}
|
|
}
|
|
|
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// The following WebGL extensions would be preferred to exist for best features/performance, but are not strictly needed and UE4 can fall back if not available.
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var preferredToHaveWebGLExtensions = [// The following are core in WebGL 2:
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'ANGLE_instanced_arrays', // UE4 uses instanced rendering where possible, but can fallback to noninstanced.
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'EXT_color_buffer_half_float',
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|
'EXT_sRGB',
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'EXT_shader_texture_lod', // textureLod() is needed for correct reflections, without this reflection shaders are missing and render out black.
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'OES_standard_derivatives',
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'OES_texture_half_float',
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'OES_texture_half_float_linear',
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|
'OES_vertex_array_object',
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|
'WEBGL_color_buffer_float',
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'WEBGL_depth_texture',
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|
'WEBGL_draw_buffers',
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|
|
|
// These are still extensions in WebGL 2:
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|
'OES_texture_float',
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|
'WEBGL_compressed_texture_s3tc',
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|
'EXT_texture_filter_anisotropic'
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|
];
|
|
var unsupportedWebGLExtensions = [];
|
|
for(var i in preferredToHaveWebGLExtensions) {
|
|
if (supportedWebGLExtensions.indexOf(preferredToHaveWebGLExtensions[i]) == -1) {
|
|
unsupportedWebGLExtensions.push(preferredToHaveWebGLExtensions[i]);
|
|
}
|
|
}
|
|
if (unsupportedWebGLExtensions.length > 1) {
|
|
showWarningRibbon('Your browser or graphics card does not support the following WebGL extensions: ' + unsupportedWebGLExtensions.join(', ') + '. This can impact UE4 graphics performance and quality.');
|
|
} else if (unsupportedWebGLExtensions.length == 1) {
|
|
showWarningRibbon('Your browser or graphics card does not support the WebGL extension ' + unsupportedWebGLExtensions[0] + '. This can impact UE4 graphics performance and quality.');
|
|
}
|
|
|
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// browser 64bit vs 32bit check
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|
if (!heuristicIs64Bit('browser')) {
|
|
if (heuristicIs64Bit('os')) {
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|
showWarningRibbon('It looks like you are running a 32-bit browser on a 64-bit operating system. This can dramatically affect performance and risk running out of memory on large applications. Try updating to a 64-bit browser for an optimized experience.');
|
|
} else {
|
|
showWarningRibbon('It looks like your computer hardware is 32-bit. This can dramatically affect performance.');
|
|
}
|
|
}
|
|
|
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// files to download/cache
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|
function withIndexedDB(db) {
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|
Module['dbInstance'] = db;
|
|
|
|
// ----------------------------------------
|
|
// WASM
|
|
var mainCompiledCode = fetchFromIndexedDB(db, 'wasmModule').then(function(wasmModule) {
|
|
return { db: db, wasmModule: wasmModule, fromIndexedDB: true };
|
|
}).catch(function() {
|
|
return fetchFromIndexedDB(db, 'wasmBytes').then(function(wasmBytes) {
|
|
return { db: db, wasmBytes: wasmBytes, fromIndexedDB: true };
|
|
});
|
|
}).catch(function() {
|
|
return download(Module.locateFile('%UE4GAMENAME%.wasm'), 'arraybuffer').then(function(wasmBytes) {
|
|
return { db: db, wasmBytes: wasmBytes, fromIndexedDB: false };
|
|
});
|
|
});
|
|
Module['wasmDownloadAction'] = mainCompiledCode;
|
|
var compiledCodeInstantiateAction = new Promise(function(resolve, reject) {
|
|
Module['wasmInstantiateActionResolve'] = resolve;
|
|
Module['wasmInstantiateActionReject'] = reject;
|
|
});
|
|
|
|
// ----------------------------------------
|
|
// MAIN JS
|
|
var mainJsDownload = fetchOrDownloadAndStore(db, Module.locateFile('%UE4GAMENAME%.js')).then(function(data) {
|
|
return addScriptToDom(data).then(function() {
|
|
addRunDependency('wait-for-compiled-code');
|
|
});
|
|
});
|
|
|
|
// ----------------------------------------
|
|
// MORE JS
|
|
var dataJsDownload = fetchOrDownloadAndStore(db, Module.locateFile('%PROJECTNAME%.data.js'));
|
|
var utilityJsDownload = fetchOrDownloadAndStore(db, Module.locateFile('Utility.js')).then(addScriptToDom);
|
|
var dataDownload =
|
|
/* // The following code would download and store the .data file as a Blob, which should be more efficient than loading an ArrayBuffer. However that seems to be buggy, so avoid it for now.
|
|
fetchOrDownloadAndStore(db, Module.locateFile('%PROJECTNAME%.data')).then(function(dataBlob) {
|
|
return readBlobToArrayBuffer(dataBlob).then(function(dataArrayBuffer) {
|
|
Module['preloadedPackages'] = {};
|
|
Module['preloadedPackages'][Module.locateFile('%PROJECTNAME%.data')] = dataArrayBuffer;
|
|
return dataJsDownload.then(addScriptToDom);
|
|
})
|
|
});
|
|
*/
|
|
// Instead as a fallback, download as ArrayBuffer. (TODO: Figure out the bugs with the above, and switch to using that one instead)
|
|
fetchOrDownloadAndStore(db, Module.locateFile('%PROJECTNAME%.data'), 'arraybuffer').then(function(dataArrayBuffer) {
|
|
Module['preloadedPackages'] = {};
|
|
Module['preloadedPackages'][Module.locateFile('%PROJECTNAME%.data')] = dataArrayBuffer;
|
|
return dataJsDownload.then(addScriptToDom);
|
|
});
|
|
|
|
// ----------------------------------------
|
|
// SHADERS
|
|
const precompileShaders = false; // Currently not enabled.
|
|
if (precompileShaders) {
|
|
var compileShaders = fetchOrDownloadAndStore(db, Module.locateFile('shaders.json'), 'arraybuffer')
|
|
.then(function(json) {
|
|
return compileShadersFromJson(json)
|
|
.catch(function(error) {
|
|
taskFinished(TASK_SHADERS, error + '<br>Current renderer: ' + getGpuInfo());
|
|
throw 'Shader compilation failed';
|
|
});
|
|
});
|
|
} else {
|
|
var compileShaders = true; // Not precompiling shaders, no-op Promise action.
|
|
}
|
|
|
|
// ----------------------------------------
|
|
// WAIT FOR DOWNLOADS AND COMPILES
|
|
Promise.all([mainCompiledCode, mainJsDownload, dataJsDownload, utilityJsDownload, dataDownload, compiledCodeInstantiateAction, compileShaders]).then(function() {
|
|
if (!precompileShaders) {
|
|
Module['precompiledShaders'] = Module['precompiledPrograms'] = Module['preinitializedWebGLContext'] = Module['glIDCounter'] = Module['precompiledUniforms'] = null;
|
|
}
|
|
taskProgress(TASK_MAIN);
|
|
removeRunDependency('wait-for-compiled-code'); // Now we are ready to call main()
|
|
});
|
|
};
|
|
|
|
// ----------------------------------------
|
|
// GO !
|
|
openIndexedDB(Module['UE4_indexedDBName'], Module['UE4_indexedDBVersion'] || 1).then(withIndexedDB).catch(function(e) {
|
|
console.error('Failed to openIndexedDB, proceeding without reading or storing contents to IndexedDB! Error: ');
|
|
console.error(e);
|
|
withIndexedDB(null);
|
|
});
|
|
});
|
|
|