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particles.ts
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particles.ts
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/*{# Copyright (c) 2010-2012 Turbulenz Limited #}*/
/*
* @title: Particles
* @description:
* This sample demonstrates how to animate a simple particle system from a moving emitter using the CPU.
* You can select different kinds of particles to render and you can also enable the rendering of the
* dynamically calculated bounding box of the particle system.
*/
/*{{ javascript("jslib/camera.js") }}*/
/*{{ javascript("jslib/aabbtree.js") }}*/
/*{{ javascript("jslib/shadermanager.js") }}*/
/*{{ javascript("jslib/texturemanager.js") }}*/
/*{{ javascript("jslib/effectmanager.js") }}*/
/*{{ javascript("jslib/geometry.js") }}*/
/*{{ javascript("jslib/material.js") }}*/
/*{{ javascript("jslib/light.js") }}*/
/*{{ javascript("jslib/scenenode.js") }}*/
/*{{ javascript("jslib/scene.js") }}*/
/*{{ javascript("jslib/scenedebugging.js") }}*/
/*{{ javascript("jslib/renderingcommon.js") }}*/
/*{{ javascript("jslib/defaultrendering.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") }}*/
/*{{ javascript("scripts/emitter.js") }}*/
/*{{ javascript("scripts/motion.js") }}*/
/*global RequestHandler: false */
/*global TurbulenzEngine: true */
/*global DefaultRendering: false */
/*global TurbulenzServices: false */
/*global Camera: false */
/*global TextureManager: false */
/*global ShaderManager: false */
/*global EffectManager: false */
/*global Scene: false */
/*global SceneLoader: false */
/*global Motion: false */
/*global Effect: false */
/*global Emitter: false */
/*global HTMLControls: false */
/*global window: false */
TurbulenzEngine.onload = function onloadFn()
{
var errorCallback = function errorCallback(msg)
{
window.alert(msg);
};
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 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 random = Math.random;
var renderer;
// Setup camera & controller
var camera = Camera.create(mathDevice);
var worldUp = mathDevice.v3BuildYAxis();
camera.lookAt(mathDevice.v3Build(0.0, 2.0, 0.0), worldUp, mathDevice.v3Build(7.0, 3.0, 0.0));
camera.updateViewMatrix();
camera.nearPlane = 0.05;
// The node on which the particle system is attached
var particleNode = null;
// The positions for the node to move between
var positions = [
[0, 0, -3],
[0, 0, 3]
];
var lastPositionIndex = 0;
// Emitter object, created when loading is complete
var emitter = null;
// Emitter movement
var emitterMotion = Motion.create(mathDevice, "EmitterMotion");
var movementRate = 3.0;
emitterMotion.setRailMovement(positions[lastPositionIndex], movementRate);
// The material list
var materials = {
particle1 : {
effect : "add_particle_world",
meta : {
transparent : true
},
parameters : {
diffuse : "textures/default_light.png"
}
},
particle2 : {
effect : "add_particle_world",
meta : {
transparent : true
},
parameters : {
diffuse : "textures/particle_star.png"
}
},
particle3 : {
effect : "add_particle_world",
meta : {
transparent : true
},
parameters : {
diffuse : "textures/particle_spark.png"
}
}
};
// The color list
var colors = {
particle1 : [ mathDevice.v4Build(1.0, 1.0, 1.0, 1.0)],
particle2 : [ mathDevice.v4Build(1.0, 1.0, 1.0, 1.0)],
particle3 : [ mathDevice.v4Build(0.898, 0.807, 0.474, 1.0),
mathDevice.v4Build(0.878, 0.874, 0.345, 1.0),
mathDevice.v4Build(0.933, 0.811, 0.223, 1.0),
mathDevice.v4Build(0.772, 0.494, 0.294, 1.0),
mathDevice.v4Build(0.913, 0.909, 0.866, 1.0) ]
};
// Generate random colors
var randomColorCount = 14;
var colorList = colors.particle1;
for (var i = 0; i < randomColorCount; i += 1)
{
colorList[colorList.length] = mathDevice.v4Build(random(), random(), random(), 1.0);
}
var scene = Scene.create(mathDevice);
var sceneLoader = SceneLoader.create();
var drawBoundingBox = false;
function drawDebugFn()
{
if (drawBoundingBox)
{
scene.drawTransparentNodesExtents(graphicsDevice, shaderManager, camera);
}
}
// Controls
var htmlControls = HTMLControls.create();
htmlControls.addRadioControl({
id : "radio01",
groupName : "particleType",
radioIndex : 0,
value : "coloured",
fn : function ()
{
if (scene && emitter)
{
emitter.setParticleColors(colors.particle1);
var material = scene.getMaterial("particle1");
if (material)
{
// Set the material to use for the particle
emitter.setMaterial(material);
}
}
},
isDefault : true
});
htmlControls.addRadioControl({
id : "radio02",
groupName : "particleType",
radioIndex : 1,
value : "constant",
fn : function ()
{
if (scene && emitter)
{
emitter.setParticleColors(colors.particle2);
var material = scene.getMaterial("particle2");
if (material)
{
// Set the material to use for the particle
emitter.setMaterial(material);
}
}
},
isDefault : false
});
htmlControls.addRadioControl({
id : "radio03",
groupName : "particleType",
radioIndex : 2,
value : "sparks",
fn : function ()
{
if (scene && emitter)
{
emitter.setParticleColors(colors.particle3);
var material = scene.getMaterial("particle3");
if (material)
{
// Set the material to use for the particle
emitter.setMaterial(material);
}
}
},
isDefault : false
});
htmlControls.addCheckboxControl({
id: "checkbox01",
value: "drawBoundingBox",
isSelected: drawBoundingBox,
fn: function ()
{
drawBoundingBox = !drawBoundingBox;
return drawBoundingBox;
}
});
htmlControls.register();
// Initialize the previous frame time
var previousFrameTime;
var intervalID;
var lastFPS = '';
var numActiveParticles = 0;
var numActiveParticlesElement = document.getElementById("numActiveParticles");
var fpsElement = document.getElementById("fpscounter");
var lastNumActiveParticles;
//
// Update
//
var update = function updateFn()
{
var currentTime = TurbulenzEngine.time;
var deltaTime = (currentTime - previousFrameTime);
if (deltaTime > 0.1)
{
deltaTime = 0.1;
}
var gdWidth = graphicsDevice.width;
var gdHeight = graphicsDevice.height;
var aspectRatio = (gdWidth / gdHeight);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
emitterMotion.update(deltaTime);
if (emitterMotion.atTarget)
{
lastPositionIndex += 1;
lastPositionIndex %= positions.length;
emitterMotion.setRailMovement(positions[lastPositionIndex], movementRate);
}
if (particleNode)
{
particleNode.setLocalTransform(emitterMotion.matrix);
}
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);
}
}
scene.update();
if (emitter)
{
emitter.update(currentTime, deltaTime, camera);
numActiveParticles = emitter.getNumActiveParticles();
if (numActiveParticlesElement && (numActiveParticles !== lastNumActiveParticles))
{
numActiveParticlesElement.innerHTML =
numActiveParticles.toString();
lastNumActiveParticles = numActiveParticles;
}
}
renderer.update(graphicsDevice, camera, scene, currentTime);
if (graphicsDevice.beginFrame())
{
// Render the scene with the renderer of choice
if (renderer.updateBuffers(graphicsDevice, gdWidth, gdHeight))
{
renderer.draw(graphicsDevice,
clearColor,
null,
null,
drawDebugFn);
}
graphicsDevice.endFrame();
}
previousFrameTime = currentTime;
};
// Callback for when the scene is loaded to prepare particles
function loadSceneFinished(scene)
{
particleNode = scene.findNode("cube");
if (particleNode)
{
particleNode.setDynamic(true);
for (var m in materials)
{
if (materials.hasOwnProperty(m))
{
if (scene.loadMaterial(graphicsDevice,
textureManager,
effectManager,
m,
materials[m]))
{
materials[m].loaded = true;
}
else
{
errorCallback("Failed to load material: " + m);
}
}
}
}
}
// Create a loop to run on an interval whilst loading
var loadingLoop = function loadingLoopFn()
{
// Wait for all assets to download
if (sceneLoader.complete())
{
// Register the update() loop as the new interval and make it call the function at 60Hz
TurbulenzEngine.clearInterval(intervalID);
var material = scene.getMaterial("particle1");
if (material)
{
var particleSystemParameters = {
minSpawnTime : 0.005,
maxSpawnTime : 0.01,
minLifetime : 1,
maxLifetime : 2,
gravity : 9.81,
size : 0.1,
growRate : -0.02
};
emitter = Emitter.create(graphicsDevice, mathDevice, material, particleNode, particleSystemParameters);
emitter.setParticleColors(colors.particle1);
}
for (var m in materials)
{
if (materials.hasOwnProperty(m))
{
material = scene.getMaterial(m);
if (material)
{
// Add additional references to materials, to avoid them being removed when not in use
material.reference.add();
}
}
}
// Loading has completed, update the shader system
renderer.updateShader(shaderManager);
sceneLoader = null;
previousFrameTime = TurbulenzEngine.time;
intervalID = TurbulenzEngine.setInterval(update, 1000 / 60);
}
};
intervalID = TurbulenzEngine.setInterval(loadingLoop, 1000 / 10);
function updateEffectFn(camera)
{
// Custom update effect to project particles in world space
var techniqueParameters = this.techniqueParameters;
techniqueParameters.worldViewProjection = camera.viewProjectionMatrix;
// As we update the geometry we need to propagate the changes to the drawParameters.
this.drawParameters[0].firstIndex = this.surface.first;
this.drawParameters[0].count = this.surface.numIndices;
}
function loadTechniques(shaderManager)
{
var that = this;
var callback = function shaderLoadedCallbackFn(shader)
{
that.shader = shader;
that.technique = shader.getTechnique(that.techniqueName);
that.techniqueIndex = that.technique.id;
};
shaderManager.load(this.shaderName, callback);
}
var loadAssets = function loadAssetsFn()
{
// Renderer for the scene (requires shader assets).
renderer = DefaultRendering.create(graphicsDevice,
mathDevice,
shaderManager,
effectManager);
renderer.setGlobalLightPosition(mathDevice.v3Build(100, 100, 100));
renderer.setAmbientColor(mathDevice.v3Build(0.3, 0.3, 0.4));
renderer.setDefaultTexture(textureManager.get("default"));
//
// add_particle_world
//
var effect = Effect.create("add_particle_world");
effectManager.add(effect);
var effectTypeData = { prepare : DefaultRendering.defaultPrepareFn,
shaderName : "shaders/defaultrendering.cgfx",
techniqueName : "add_particle",
update : updateEffectFn,
loadTechniques : loadTechniques };
effectTypeData.loadTechniques(shaderManager);
effect.add("rigid", effectTypeData);
//Start the loading
sceneLoader.load({ scene : scene,
append : false,
assetPath : "models/cube.dae",
keepLights : false,
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);
TurbulenzEngine.onunload = function destroyScene()
{
TurbulenzEngine.clearInterval(intervalID);
if (gameSession)
{
gameSession.destroy();
gameSession = null;
}
var material = null;
for (var m in materials)
{
if (materials.hasOwnProperty(m))
{
material = scene.getMaterial(m);
if (material)
{
// Remove additional references to materials, we no longer need them
material.reference.remove();
}
}
}
if (emitter)
{
emitter.destroy();
emitter = null;
}
if (scene)
{
scene.destroy();
scene = null;
}
requestHandler = null;
if (renderer)
{
renderer.destroy();
renderer = null;
}
htmlControls = null;
numActiveParticlesElement = null;
fpsElement = null;
particleNode = null;
camera = null;
colors = null;
materials = null;
clearColor = null;
if (textureManager)
{
textureManager.destroy();
textureManager = null;
}
if (shaderManager)
{
shaderManager.destroy();
shaderManager = null;
}
effectManager = null;
TurbulenzEngine.flush();
graphicsDevice = null;
mathDevice = null;
};
};