TokisanGames / Terrain3D

A high performance, editable terrain system for Godot 4.
MIT License
2.26k stars 134 forks source link

HTML WebGL support #502

Open TokisanGames opened 1 month ago

TokisanGames commented 1 month ago

Description

500 brings support for the compatibility renderer. However, we haven't been successful getting an HTML export working. It's unclear if this is due to our process, or bugs in Terrain3D or Godot.

Here is the process so far.

A key point is that the terrain build, the export template, and export settings need to match the same thread support. All three marked on or off.

Docs

Building instructions https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_for_web.html

Godot Export for web docs https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html

Building

To build the extension for web you must install emscripten, set up the build environment, then build the web assembly version. I installed with scoop, which is how my python is also installed, per the Godot building instructions.

Emscripten seems to be very finicky about versions. Akien reports they are using v3.1.64 for 4.3 stable builds.

$ scoop install emscripten@3.1.64

# then I restarted my terminal to get the updated path to finish installing emscripten

$ emsdk install 3.1.64
$ emsdk activate 3.1.64

# finally setup the build environment
$ source ~/scoop/apps/emscripten/current/emsdk_env.sh

# build
$ scons platform=web target=template_debug threads=no

$ ls project/addons/terrain_3d/bin/*.wasm
project/addons/terrain_3d/bin/libterrain.web.debug.wasm32.wasm

This file needs to be added to terrain.gdextension

web = "res://addons/terrain_3d/bin/libterrain.web.debug.wasm32.wasm"

These are also untested possibilities:

web.debug = "res://addons/terrain_3d/bin/libterrain.web.debug.wasm32.wasm"
web.release = "res://addons/terrain_3d/bin/libterrain.web.release.wasm32.wasm"

web.wasm32.nothreads = "res://addons/terrain_3d/bin/libterrain.web.debug.wasm32.nothreads.wasm"
web.debug = "res://addons/terrain_3d/bin/libterrain.web.debug.wasm32.wasm"

Exporting

Upload to Webserver

After export, the full package must be uploaded to a webserver. Itch or your own. That server must be configured with SharedArrayBuffer & Cross Origin Isolation. In nginx this can be enabled with:

    location ^~ /terrain3d/ {
        add_header "Cross-Origin-Opener-Policy" "same-origin";
        add_header "Cross-Origin-Embedder-Policy" "require-corp";
    }

On Itch.io , edit game, find the Embed Options section and enable:

SharedArrayBuffer support - (Experimental) This may break parts of the page or your project. Only enable if you know you need it.

Running

I built w/ 4.2.2 and seemed to mostly load but error messages complained that my scene files were built for 4.3?? So I built and exported everything with 4.3: godot source, godot-cpp, Godot binary, Godot export templates.

Edge complained about being unable to load the textures if compressed with vram compressed. But no complains using vram uncompressed.

Currently it loads to the godot logo, then our demo scene w/ player and blue sky, but the terrain doesn't render and has no collision.


Errors & Solutions

Uncaught (in promise) LinkError: WebAssembly.instantiate(): Import #0 "env" "memory": mismatch in shared state of memory, declared = 1, imported = 0

This is a mismatch of thread options: https://github.com/godotengine/godot/issues/94537 Ensure all builds and settings are set to not threaded (or all threaded, untested).

Xtarsia commented 1 month ago

for refrence, this project is a working example of GDextension exported to web, and is under MIT

https://github.com/kiwijuice56/sand-slide - working example in chrome browser in itch.io too!

TokisanGames commented 1 month ago

Ok, I have the demo scene building and loading. Updated instructions in Op.

However there are three problems:

TokisanGames commented 1 month ago

New url. Back tick ` will also capture the mouse, and arrow keys will turn the camera. https://tokisan.com/terrain3d_demo/demo.html

It seems that all the samplers need highp. Including those in uniforms.glsl.

Here's the full console log, after adding additional highps: console_log.txt

The last remaining shader error is:

demo.js:474  ERROR: 0:528: '[' : array index for samplers must be constant integral expressions
also 535, 536.

These lines are:

demo.js:459 528:            vec2 m_decal_uv=(((vec2(((m_cosa * m_uv.x) - (m_sina * m_uv.y)), ((m_sina * m_uv.x) + (m_cosa * m_uv.y))) - (vec2(((m_cosa * m_dus_editor_decal_position[m_i].x) - (m_sina * m_dus_editor_decal_position[m_i].y)), ((m_sina * m_dus_editor_decal_position[m_i].x) + (m_cosa * m_dus_editor_decal_position[m_i].y))) * m_dus_vertex_density)) * m_size) * m_dus_vertex_spacing);

demo.js:459 535:            float m_decal=smoothstep(0.10000000149012, 1.0, texture(m_dus_editor_decal[m_i], (m_decal_uv + 0.5)).r);
demo.js:459 536:            m_albedo=mix(m_albedo, m_dus_editor_decal_color[m_i].rgb, (m_decal * m_dus_editor_decal_color[m_i].a));

I'm not sure why webgl doesn't like these array indices compared to our other array indices.

texture(m_dus_editor_decal[m_i], (m_decal_uv + 0.5)).r`

I think this should be texture(_editor_decal, vec3(decal_uv + 0.5, float(i))). In my own custom shader, accessing an array index this way was working, but when I put this into the glsl file and compiled, Godot reports this in the desktop. Didn't try webgl yet: SHADER ERROR: Invalid arguments for the built-in function: "texture(sampler2D[3],vec3)".

TokisanGames commented 1 month ago

Alright, next error is 256 instances of this before it stops:

GL_INVALID_OPERATION: Mismatch between texture format and sampler type (signed/unsigned/float/shadow).
WebGL: too many errors, no more errors will be reported to the console for this context.

I changed controlmap to sampler2DArray and put in floatBitsToUint() around the calls. However that didn't fix it or change the number of errors. I don't have any shader dumps or identification as to what line it doesn't like.

Xtarsia commented 1 month ago

did you catch all 5 instances of the control map reads?

TokisanGames commented 1 month ago

No, I have 7 instances. 5 in main, 1 editor functions, 1 debug views. Worked on desktop.

Xtarsia commented 1 month ago

theres actually a few more in debug views now you mention that, but those shouldnt cause problems unless they are on.

TokisanGames commented 1 month ago

I have it rendering something now.

https://tokisan.com/terrain3d_demo/demo.html

{A5AE0F17-FE72-4E99-95EB-C272633D455C}

This is using the minimum shader with a gradient color applied.

Albedo is only blue. These grey spots appear only near the camera, and they are usually constantly moving around, even when the camera is still. But at some angles they are still.

Removing source_color from the mouse depth didn't help

Just highp with a usampler didn't work. This needed highp and sampler/floatbitstouint.

Holes work surprisingly. I thought it complained about dividing by 0 before, but it doesn't care about it now.

Here's my working minimum.txt shader.

This full_shader.txt produces the errors noted above.

TokisanGames commented 1 month ago

image

This version of the full shader works. working_shader.txt

TokisanGames commented 1 month ago

512 has a working web build.

On Chrome I get 45-60fps, no artifacts. On Edge I got 1fps no artifacts. I restarted it and got what I got before, 45-60fps with grey artifacts.