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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#17
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https://www.youtube.com/watch?v=cXlO_lAxLbw

Just some thoughts. I wouldn't want or expect WebGL to be something for everyone on the lower end of the hardware specs for AOS4, MorphOS, or AROS. It would be something that in my opinion should be user selectable as to whether it is enabled or disabled for a mainstream browser.

Using a customized OWB as a client for an online game, app or something else online, can be set by the game, app, or whatever developer as appropriate.

Personally, I'd be very interested in concurrent work in improving hardware accelerated graphics in native and hosted or virtualized environment when suitable graphic cards are present.

Doom 3 is a good inspiration. It can run on AROS. There is nothing I see that should prohibit such a game or equivalent from happening from inside a web browser with WebGL.

Here is another inspiration on what can be done with just WebGL (not the v2.0 but original v1.0 specs because 2.0 wasn't finalized until two 2016/2017.

https://www.youtube.com/watch?time_continue=2&v=BV32Cs_CMqo

https://www.youtube.com/watch?v=l9KRBuVBjVo

Now, as far as asm.js support. I'm not exactly sure where that is in the OWB but still. The computer specs used by the person in the second link would be comparable to a system we would be using for AROS in the next 5 years. It was a high end system back in 2013.




Posted on: 2018/7/7 9:36
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#16
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Quote:

RickAstoria wrote:
Lets make sure I get the toolchain setup right. Primarily, the computer used in Windows.

Have to get around to setting up a Linux setup but it's kind of crowded here...

It would be preferable to me to be able to work from within this Windows 10 system at this time so I would need make sure I have the appropriate toolchain for AROS from within the Windows operating system. I know it isn't Linux but I rather not have to reboot system to boot into Linux.


use vmware player.

install your preferred linux (i use lubuntu but maybe ubuntu inself or debian as such improved since).

install vmware tools to your guest to drag and drop data and share clipboard between windows host and linux vm, (important for convenience).

within linux, here are instructions how to build it:
http://aros.sourceforge.net/documentation/developers/compiling.php

and my additional info in post #3:

http://aros-exec.org/modules/newbb/viewtopic.php?topic_id=10828&forum=2

its basically seting up necessary packages (note youll need proper version of flex 2.5.35 for few things like owb and grub2 but it depends if you want to build these at all) simple configuration command and make (eventually make bootiso).

you can test aros on:
1. hosted (linux and mingw under windows),
2. within vm(ware) (player), (youll need to install it from bootiso)
3. within qemu emulation, (youll need to install it from bootiso)
4. on a dedicated machine, (youll need to install it from bootiso)

hope that helps.

Posted on: 2018/7/7 8:47
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#15
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Quote:

A-Siegel wrote:
Quote:

RickAstoria wrote:

(WE = whoever gets that part working first and this part is important enough to be a collective effort to get that part working for us and benefits us not just AROS/IcarosDesktop but also those on non-x86 systems like PPC Amiga platforms, MorphOS, etc.)

AROS, MorphOS and AOS all use somewhat different APIs for 3D graphics.

Anyway, leopard-webkit, which is based on a fairly recent Webkit version, does provide WebGL on old MacOS releases for PowerPC hardware. I tested this a while ago and it does work for simple WebGL demos at least.

That said, in terms of overall performance, this is more interesting for AROS. In theory at least. In practice, a lot of the existing users run AROS hosted or virtualized and lack proper access to 3D hardware acceleration so WebGL would be of little use to them.

Still, any improvements you can do add to Odyssey would be welcome I am sure.


I understand. While my project that would be using WebGL technology would benefit most on moderately strong hardware comparable to an i5 quad-core in performance power, there maybe ways to be able to get things working on lower spec systems but RAM and mass storage space are your biggest things that may bottle neck performance but WebGL via ANGLE at the timeframe of the r18xxx release (2015) would require at least video cards capable of Direct X 9.0c. (Geforce 6 series - Geforce 6xxx & ATI/AMD Radeon equivalent). However, the polygons and rendering level can put significant strain on say a sub-GHz computer. Of course, if they are using Windows or some other OS on major hardware specs, they can always use the Firefox based "browser-client" for my project I referenced to in the original post.

However, for AROS and other systems equivalent to an x86 made in the last 10 years with a competent video card running AROS native or one of the other OSs with equivalent hardware performance of a i3/i5 x86/x86-64 processor, or even high end model Android tablets made 5 years ago would conceivably work fine. To better improve AROS/AOS/MorphOS/etc. would be better facilities for accelerated hardware graphics. This would be really awesome.

My goal at the least would be for OWB (or a fork of it) to process even WebGL (at least v1.x specifications standard but 2.x specifications would be even cooler for OpenGL ES 3.0 facilities). Getting this across AOS, MorphOS, and AROS would be great.




Posted on: 2018/7/7 7:58
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#14
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Quote:

A-Siegel wrote:

In practice, a lot of the existing users run AROS hosted or virtualized and lack proper access to 3D hardware acceleration so WebGL would be of little use to them.


AROS hosted on Linux can use 3d hardware acceleration. In this video at 2:20 it shows Doom 3 running.

https://vimeo.com/191163338


Posted on: 2018/7/7 7:37
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#13
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Quote:

RickAstoria wrote:

(WE = whoever gets that part working first and this part is important enough to be a collective effort to get that part working for us and benefits us not just AROS/IcarosDesktop but also those on non-x86 systems like PPC Amiga platforms, MorphOS, etc.)

AROS, MorphOS and AOS all use somewhat different APIs for 3D graphics.

Anyway, leopard-webkit, which is based on a fairly recent Webkit version, does provide WebGL on old MacOS releases for PowerPC hardware. I tested this a while ago and it does work for simple WebGL demos at least.

That said, in terms of overall performance, this is more interesting for AROS. In theory at least. In practice, a lot of the existing users run AROS hosted or virtualized and lack proper access to 3D hardware acceleration so WebGL would be of little use to them.

Still, any improvements you can do add to Odyssey would be welcome I am sure.

Posted on: 2018/7/7 6:55
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#12
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nikolaos wrote:
Would be very cool if you get this working.


It will be cool if WE get it working!

(WE = whoever gets that part working first and this part is important enough to be a collective effort to get that part working for us and benefits us not just AROS/IcarosDesktop but also those on non-x86 systems like PPC Amiga platforms, MorphOS, etc.)




Posted on: 2018/7/7 6:23
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#11
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Would be very cool if you get this working.

Posted on: 2018/7/7 5:35
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#10
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Lets make sure I get the toolchain setup right. Primarily, the computer used in Windows.

Have to get around to setting up a Linux setup but it's kind of crowded here in a way and I already have a bunch of classic computers and I have to make sure the equipment is setup. My main system has high end graphic cards like the geforce 1080gtx.

It would be preferable to me to be able to work from within this Windows 10 system at this time so I would need make sure I have the appropriate toolchain for AROS from within the Windows operating system. I know it isn't Linux but I rather not have to reboot system to boot into Linux.




Posted on: 2018/7/7 3:20
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#9
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As I sift through it, the components for WebGL v1 appears to be there in ANGLE from what I can tell. There was beginning implementation for WebGL2 but WebGL2 wasn't finalized until about 2017 while this release is dated about 2015/2016. It would be a start anyway if we can get even WebGL v1 supported and working on AROS.


Posted on: 2018/7/7 1:45
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Re: [Odyssey Web Browser wishlist ]: WebGL & dependencies necessary for use of Babylon.js & three.js
#8
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Quote:

wawa wrote:
it wont just be rearranging the directories. one will have to diff the files one by one, determine what changes were done to adopt the engine to aros api and to mui frontend (gluecode) and what was just done to satisfy compiler complaints and has probably been taken care of anyway in the newer engine version. one will also have to track the history of rearrangement of the code, adopt paths, includes and cmakelists.

here s my current souce, that builds within aros toolchain:
https://github.com/wawatok/OdysseyWebBrowser/commits/odyssey-r187682
you can try to build upon this.


With regards to r187682 release:

There appears to be some references to WebGL (v1) and WebGL2. WebGL v1 has been awhile.

I'm looking for where it is in the Webkit source code the key files. There maybe an experimental edition of WebGL2 which can be used and maybe supplanted with a newer version later after tests and a few spots I know that can be worked on in the code to enable it because in the MUI, it is disabled but it might be able to be enabled.

This will require testing as well. We might be able to start here with that release version of Webkit.


Posted on: 2018/7/7 1:12
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