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forward_rendering.ts
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forward_rendering.ts
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/*{# Copyright (c) 2010-2012 Turbulenz Limited #}*/
/*
* @title: Forward rendering
* @description:
* This sample shows a scene with dynamic shadows cast by point or spot lights rendered using the Turbulenz forward renderer.
* You can enable multiple colored lights to see the impact on performance.
* Click on the rendering window to move and rotate the camera around.
*/
/*{{ javascript("jslib/camera.js") }}*/
/*{{ javascript("jslib/aabbtree.js") }}*/
/*{{ javascript("jslib/effectmanager.js") }}*/
/*{{ javascript("jslib/shadermanager.js") }}*/
/*{{ javascript("jslib/texturemanager.js") }}*/
/*{{ javascript("jslib/geometry.js") }}*/
/*{{ javascript("jslib/material.js") }}*/
/*{{ javascript("jslib/light.js") }}*/
/*{{ javascript("jslib/scenenode.js") }}*/
/*{{ javascript("jslib/scene.js") }}*/
/*{{ javascript("jslib/renderingcommon.js") }}*/
/*{{ javascript("jslib/forwardrendering.js") }}*/
/*{{ javascript("jslib/shadowmapping.js") }}*/
/*{{ javascript("jslib/posteffects.js") }}*/
/*{{ javascript("jslib/resourceloader.js") }}*/
/*{{ javascript("jslib/observer.js") }}*/
/*{{ javascript("jslib/utilities.js") }}*/
/*{{ javascript("jslib/requesthandler.js") }}*/
/*{{ javascript("jslib/vertexbuffermanager.js") }}*/
/*{{ javascript("jslib/indexbuffermanager.js") }}*/
/*{{ javascript("jslib/services/turbulenzservices.js") }}*/
/*{{ javascript("jslib/services/turbulenzbridge.js") }}*/
/*{{ javascript("jslib/services/gamesession.js") }}*/
/*{{ javascript("jslib/services/mappingtable.js") }}*/
/*{{ javascript("scripts/sceneloader.js") }}*/
/*{{ javascript("scripts/htmlcontrols.js") }}*/
/*global TurbulenzEngine: true */
/*global PostEffects: false */
/*global ForwardRendering: false */
/*global TurbulenzServices: false */
/*global Camera: false */
/*global CameraController: false */
/*global TextureManager: false */
/*global ShaderManager: false */
/*global EffectManager: false */
/*global Scene: false */
/*global SceneNode: false */
/*global SceneLoader: false */
/*global LightInstance: false */
/*global Light: false */
/*global HTMLControls: false */
/*global RequestHandler: false*/
/*global window: false */
TurbulenzEngine.onload = function onloadFn()
{
var errorCallback = function errorCallback(msg)
{
window.alert(msg);
};
// Create the engine devices objects
var graphicsDeviceParameters = { };
var graphicsDevice = TurbulenzEngine.createGraphicsDevice(graphicsDeviceParameters);
if (!graphicsDevice.shadingLanguageVersion)
{
errorCallback("No shading language support detected.\nPlease check your graphics drivers are up to date.");
graphicsDevice = null;
return;
}
// Clear the background color of the engine window
var clearColor = [0.5, 0.5, 0.5, 1.0];
if (graphicsDevice.beginFrame())
{
graphicsDevice.clear(clearColor);
graphicsDevice.endFrame();
}
var mathDeviceParameters = {};
var mathDevice = TurbulenzEngine.createMathDevice(mathDeviceParameters);
var inputDeviceParameters = { };
var inputDevice = TurbulenzEngine.createInputDevice(inputDeviceParameters);
// Create a camera with a 60 degree FOV
var camera = Camera.create(mathDevice);
var halfFov = Math.tan(30 * Math.PI / 180);
camera.recipViewWindowX = 1.0 / halfFov;
camera.recipViewWindowY = 1.0 / halfFov;
camera.updateProjectionMatrix();
var worldUp = mathDevice.v3BuildYAxis();
camera.lookAt(worldUp, worldUp, mathDevice.v3Build(0.0, 50.0, 200.0));
camera.updateViewMatrix();
var cameraController = CameraController.create(graphicsDevice, inputDevice, camera);
var requestHandlerParameters = { };
var requestHandler = RequestHandler.create(requestHandlerParameters);
var textureManager = TextureManager.create(graphicsDevice, requestHandler, null, errorCallback);
var shaderManager = ShaderManager.create(graphicsDevice, requestHandler, null, errorCallback);
var effectManager = EffectManager.create();
var scene = Scene.create(mathDevice);
var sceneLoader = SceneLoader.create();
var maxSpeed = cameraController.maxSpeed;
var postEffects;
var renderer;
// Create some rendering callbacks to pass to the forward rendering renderer
function drawExtraDecalsFn()
{
}
function drawExtraTransparentFn()
{
}
function drawDebugFn()
{
}
var coloredLights = false;
var pointLights = true;
var spotLights = false;
var directionalLights = false;
var enablePostEffects = false;
var pointLightCenter = [-3.5, 15, -0.5];
var spotLightCenter = [-3.5, 25, -0.5];
var yAxis = mathDevice.v3BuildYAxis();
var setDisabled = function setDisabledFn(colored, spot, directional)
{
var disabled = !colored || spot || directional;
scene.findNode("redLight-node").setDisabled(disabled);
scene.findNode("greenLight-node").setDisabled(disabled);
scene.findNode("blueLight-node").setDisabled(disabled);
scene.findNode("whiteLight-node").setDisabled(colored || spot || directional);
disabled = !colored || !spot;
scene.findNode("redSpotLight-node").setDisabled(disabled);
scene.findNode("greenSpotLight-node").setDisabled(disabled);
scene.findNode("blueSpotLight-node").setDisabled(disabled);
scene.findNode("whiteSpotLight-node").setDisabled(colored || !spot);
disabled = !colored || !directional;
scene.findNode("redDirectionalLight-node").setDisabled(disabled);
scene.findNode("greenDirectionalLight-node").setDisabled(disabled);
scene.findNode("blueDirectionalLight-node").setDisabled(disabled);
scene.findNode("whiteDirectionalLight-node").setDisabled(colored || !directional);
};
// Controls
var htmlControls = HTMLControls.create();
htmlControls.addRadioControl({
id: "radio-point",
groupName: "lightType",
radioIndex: 0,
value: "pointLights",
fn: function ()
{
pointLights = true;
spotLights = false;
directionalLights = false;
if (sceneLoader.complete())
{
setDisabled(coloredLights, spotLights, directionalLights);
}
},
isDefault: true
});
htmlControls.addRadioControl({
id: "radio-spot",
groupName: "lightType",
radioIndex: 1,
value: "spotLights",
fn: function ()
{
pointLights = false;
spotLights = true;
directionalLights = false;
if (sceneLoader.complete())
{
setDisabled(coloredLights, spotLights, directionalLights);
}
},
isDefault: false
});
htmlControls.addRadioControl({
id: "radio-directional",
groupName: "lightType",
radioIndex: 2,
value: "directionalLights",
fn: function ()
{
pointLights = false;
spotLights = false;
directionalLights = true;
if (sceneLoader.complete())
{
setDisabled(coloredLights, spotLights, directionalLights);
}
},
isDefault: false
});
htmlControls.addCheckboxControl({
id: "checkbox-colored",
value: "coloredLights",
isSelected: coloredLights,
fn: function ()
{
if (sceneLoader.complete())
{
coloredLights = !coloredLights;
setDisabled(coloredLights, spotLights, directionalLights);
}
return coloredLights;
}
});
htmlControls.addCheckboxControl({
id: "checkbox-post",
value: "enablePostEffects",
isSelected: enablePostEffects,
fn: function ()
{
enablePostEffects = !enablePostEffects;
return enablePostEffects;
}
});
htmlControls.register();
var v3Build = mathDevice.v3Build;
var m43BuildTranslation = mathDevice.m43BuildTranslation;
// Create a callback for post scene load to add some lights and update the camera position
var loadSceneFinished = function loadSceneFinishedFn(scene)
{
var addLight = function addLightFn(light, enabled, lightCenter)
{
scene.addLight(light);
var lightMatrix = m43BuildTranslation.call(mathDevice, v3Build.apply(mathDevice, lightCenter));
var lightNode = SceneNode.create(
{
name: light.name + "-node",
local: lightMatrix,
dynamic : true,
disabled : !enabled
});
lightNode.addLightInstance(LightInstance.create(light));
scene.addRootNode(lightNode);
};
var createPointLight = function createPointLightFn(lightName, lightMaterial, color)
{
return Light.create(
{
name : lightName,
color : color,
point : true,
shadows : true,
halfExtents: mathDevice.v3Build(40, 40, 40),
origin: mathDevice.v3Build(0, 10, 0),
material : lightMaterial
});
};
var createSpotLight = function createSpotLightFn(lightName, lightMaterial, color)
{
return Light.create(
{
name : lightName,
color : mathDevice.v3Build(color[0], color[1], color[2]),
spot : true,
shadows : true,
material : lightMaterial,
target: mathDevice.v3Build(0, -40, 0),
right: mathDevice.v3Build(0, 0, 40),
up: mathDevice.v3Build(40, 0, 0)
});
};
var createDirectionalLight = function createDirectionalLightFn(lightName, lightMaterial, color, direction)
{
return Light.create(
{
name : lightName,
color : mathDevice.v3Build(color[0], color[1], color[2]),
directional : true,
shadows : true,
material : lightMaterial,
halfExtents: mathDevice.v3Build(60, 60, 60),
direction: mathDevice.v3Build(direction[0], direction[1], direction[2])
});
};
var lightMaterialData = {
effect: "lambert",
parameters : {
lightfalloff: "textures/default_light.png",
lightprojection: "textures/default_light.png"
}
};
scene.loadMaterial(graphicsDevice, textureManager, effectManager, "defaultLightMaterial", lightMaterialData);
var lightMaterial = scene.getMaterial("defaultLightMaterial");
// Add some lights into the scene
addLight(createPointLight("whiteLight", lightMaterial, [1, 1, 1]), true, pointLightCenter);
addLight(createPointLight("redLight", lightMaterial, [0.9, 0.1, 0.1]), false, pointLightCenter);
addLight(createPointLight("greenLight", lightMaterial, [0.1, 0.9, 0.1]), false, pointLightCenter);
addLight(createPointLight("blueLight", lightMaterial, [0.1, 0.1, 0.9]), false, pointLightCenter);
addLight(createSpotLight("whiteSpotLight", lightMaterial, [1, 1, 1]), false, spotLightCenter);
addLight(createSpotLight("redSpotLight", lightMaterial, [0.9, 0.1, 0.1]), false, spotLightCenter);
addLight(createSpotLight("greenSpotLight", lightMaterial, [0.1, 0.9, 0.1]), false, spotLightCenter);
addLight(createSpotLight("blueSpotLight", lightMaterial, [0.1, 0.1, 0.9]), false, spotLightCenter);
addLight(createDirectionalLight("whiteDirectionalLight", lightMaterial, [1, 1, 1], [-0.707107, -0.707107, 0]),
false, pointLightCenter);
addLight(createDirectionalLight("redDirectionalLight", lightMaterial, [0.9, 0.1, 0.1], [0.707107, -0.707107, 0]),
false, pointLightCenter);
addLight(createDirectionalLight("greenDirectionalLight", lightMaterial, [0.1, 0.9, 0.1], [0, -0.707107, 0.707107]),
false, pointLightCenter);
addLight(createDirectionalLight("blueDirectionalLight", lightMaterial, [0.1, 0.1, 0.9], [0, -0.707107, -0.707107]),
false, pointLightCenter);
scene.addLight(Light.create({name : "ambient",
ambient : true,
color : [0.1, 0.1, 0.1]}));
var sceneExtents = scene.getExtents();
var sceneMinExtent = mathDevice.v3Build(sceneExtents[0], sceneExtents[1], sceneExtents[2]);
var sceneMaxExtent = mathDevice.v3Build(sceneExtents[3], sceneExtents[4], sceneExtents[5]);
var c = mathDevice.v3ScalarMul(mathDevice.v3Add(sceneMaxExtent, sceneMinExtent), 0.5);
var e = mathDevice.v3Sub(c, sceneMinExtent);
camera.lookAt(mathDevice.v3Build(-3.5, 5, -0.5),
mathDevice.v3Build(0.0, 1.0, 0.0),
mathDevice.v3Build(-51, 16, 8));
camera.updateViewMatrix();
var len = mathDevice.v3Length(e);
if (len < 4.0)
{
camera.nearPlane = len * 0.25;
}
else
{
camera.nearPlane = 1.0;
}
camera.farPlane = Math.ceil(len) * 100.0;
camera.updateProjectionMatrix();
maxSpeed = len;
};
var previousFrameTime = TurbulenzEngine.time;
var doUpdate = true;
var intervalID;
var fpsElement = document.getElementById("fpscounter");
var lastFPS = '';
var renderFrame = function renderFrameFn()
{
var currentTime = TurbulenzEngine.time;
var deltaTime = (currentTime - previousFrameTime);
if (deltaTime > 0.1)
{
deltaTime = 0.1;
}
cameraController.maxSpeed = (deltaTime * maxSpeed);
// Update the input device
inputDevice.update();
cameraController.update();
// Update the aspect ratio of the camera in case of window resizes
var aspectRatio = (graphicsDevice.width / graphicsDevice.height);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
if (doUpdate)
{
// Orbit the lights above the scene
var updateLight = function updateLightFn(lightName, orbitCycle, orbitOffset, orbitRadius, forward, lightCenter)
{
var orbit = (currentTime - orbitOffset) % orbitCycle;
if (!forward)
{
orbit *= -1;
}
var omega = (orbit / orbitCycle) * 2 * Math.PI;
var x = orbitRadius * Math.cos(omega);
var y = orbitRadius * Math.sin(omega);
var lightNode = scene.findNode(lightName + "-node");
var matrix = lightNode.getLocalTransform();
matrix[9] = (lightCenter[0] + x);
matrix[11] = (lightCenter[2] + y);
lightNode.setLocalTransform(matrix);
};
var updateDirectionalLight = function updateDirectionalLightFn(lightName, orbitCycle, orbitOffset, forward, axis)
{
var orbit = (currentTime - orbitOffset) % orbitCycle;
if (!forward)
{
orbit *= -1;
}
var omega = (orbit / orbitCycle) * 2 * Math.PI;
var lightNode = scene.findNode(lightName + "-node");
var matrix = lightNode.getLocalTransform();
mathDevice.m43FromAxisRotation(axis, omega, matrix);
lightNode.setLocalTransform(matrix);
};
updateLight("whiteLight", 10, 0, 10, true, pointLightCenter);
updateLight("redLight", 5, 2, 10, true, pointLightCenter);
updateLight("greenLight", 7, 4.5, 10, true, pointLightCenter);
updateLight("blueLight", 8, 6, 10, false, pointLightCenter);
updateLight("whiteSpotLight", 10, 0, 10, true, spotLightCenter);
updateLight("redSpotLight", 5, 2, 10, true, spotLightCenter);
updateLight("greenSpotLight", 7, 4.5, 10, true, spotLightCenter);
updateLight("blueSpotLight", 8, 6, 10, false, spotLightCenter);
updateDirectionalLight("whiteDirectionalLight", 10, 0, true, yAxis);
updateDirectionalLight("redDirectionalLight", 5, 2, true, yAxis);
updateDirectionalLight("greenDirectionalLight", 7, 4.5, true, yAxis);
updateDirectionalLight("blueDirectionalLight", 8, 6, false, yAxis);
scene.update();
renderer.update(graphicsDevice, camera, scene, currentTime);
}
if (graphicsDevice.beginFrame())
{
var clearColor = [0.0, 0.0, 0.0, 1.0];
// Render the scene with the forward renderer without a posteffect
renderer.draw(graphicsDevice,
clearColor,
drawExtraDecalsFn,
drawExtraTransparentFn,
drawDebugFn,
(postEffects && enablePostEffects ?
postEffects.getEffectSetupCB("bicolor") :
null));
graphicsDevice.endFrame();
}
previousFrameTime = currentTime;
if (fpsElement)
{
var fps = (graphicsDevice.fps).toFixed(2);
if (lastFPS !== fps)
{
lastFPS = fps;
// Execute any code that interacts with the DOM in a separate callback
TurbulenzEngine.setTimeout(function () {
fpsElement.innerHTML = fps + ' fps';
}, 1);
}
}
};
// Create a loop to run on an interval whilst loading
var loadingLoop = function loadingLoopFn()
{
if (graphicsDevice.beginFrame())
{
graphicsDevice.clear(clearColor);
graphicsDevice.endFrame();
}
if (sceneLoader.complete())
{
// Loading has completed, update the shader and effects systems
TurbulenzEngine.clearInterval(intervalID);
renderer.updateShader(shaderManager);
if (postEffects)
{
postEffects.updateShader(shaderManager);
}
// Register the rendering callback as the new interval
intervalID = TurbulenzEngine.setInterval(renderFrame, 1000 / 60);
}
};
intervalID = TurbulenzEngine.setInterval(loadingLoop, 1000 / 10);
var loadAssets = function loadAssets()
{
renderer = ForwardRendering.create(graphicsDevice,
mathDevice,
shaderManager,
effectManager,
{ shadowRendering: true });
// Create the postEffects, renderer and check we can allocate the buffers (requires shader assets)
if (renderer.updateBuffers(graphicsDevice, 1024, 1024))
{
postEffects = PostEffects.create(graphicsDevice, shaderManager);
}
else
{
var buttonPostEffects = document.getElementById("checkbox-post");
if (buttonPostEffects)
{
buttonPostEffects.disabled = true;
}
}
sceneLoader.load({ scene : scene,
append : true,
assetPath : "models/diningroom.dae",
keepLights : true,
graphicsDevice : graphicsDevice,
mathDevice : mathDevice,
textureManager : textureManager,
shaderManager : shaderManager,
effectManager : effectManager,
requestHandler: requestHandler,
postSceneLoadFn : loadSceneFinished
});
};
var mappingTableReceived = function mappingTableReceivedFn(mappingTable)
{
textureManager.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
shaderManager.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
sceneLoader.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
loadAssets();
};
var gameSessionCreated = function gameSessionCreatedFn(gameSession)
{
TurbulenzServices.createMappingTable(requestHandler,
gameSession,
mappingTableReceived);
};
var gameSession = TurbulenzServices.createGameSession(requestHandler, gameSessionCreated);
// Create a scene destroy callback to run when the window is closed
TurbulenzEngine.onunload = function destroyScene()
{
TurbulenzEngine.clearInterval(intervalID);
if (gameSession)
{
gameSession.destroy();
gameSession = null;
}
requestHandler = null;
sceneLoader = null;
if (scene)
{
scene.destroy();
scene = null;
}
effectManager = null;
if (shaderManager)
{
shaderManager.destroy();
shaderManager = null;
}
if (textureManager)
{
textureManager.destroy();
textureManager = null;
}
cameraController = null;
camera = null;
if (postEffects)
{
postEffects.destroy();
postEffects = null;
}
if (renderer)
{
renderer.destroy();
renderer = null;
}
TurbulenzEngine.flush();
inputDevice = null;
graphicsDevice = null;
mathDevice = null;
fpsElement = null;
};
};