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scene_loading.ts
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scene_loading.ts
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/*{# Copyright (c) 2010-2012 Turbulenz Limited #}*/
/*
* @title: Scene loading
* @description:
* This sample shows the minimum steps required to set up the Turbulenz engine and how to load the required assets to
* display a simple scene.
* The sample is using the Turbulenz forward renderer and it also demonstrates how to add a point light to the scene.
*/
/*{{ 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/observer.js") }}*/
/*{{ javascript("jslib/resourceloader.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") }}*/
/*global TurbulenzEngine: true */
/*global TurbulenzServices: false */
/*global RequestHandler: false */
/*global TextureManager: false */
/*global ShaderManager: false */
/*global EffectManager: false */
/*global Scene: false */
/*global SceneNode: false */
/*global SceneLoader: false */
/*global Camera: false */
/*global Light: false */
/*global LightInstance: false */
/*global ForwardRendering: 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 physicsDeviceParameters = { };
var physicsDevice = TurbulenzEngine.createPhysicsDevice(physicsDeviceParameters);
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 renderer;
var intervalID; // Timer handle used for the control loops
var camera = Camera.create(mathDevice);
// Create some rendering callbacks to pass to the renderer
function drawExtraDecalsFn()
{
}
function drawExtraTransparentFn()
{
}
function drawDebugFn()
{
}
// Main update loop function
var update = function updateFn()
{
var currentTime = TurbulenzEngine.time;
// 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();
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
renderer.draw(graphicsDevice,
clearColor,
drawExtraDecalsFn,
drawExtraTransparentFn,
drawDebugFn);
graphicsDevice.endFrame();
}
};
// Create a loop to run on an interval whilst loading
var loadingLoop = function loadingLoopFn()
{
// Wait for all assets to download
if (sceneLoader.complete())
{
sceneLoader = null;
// Loading has completed, update the shader system
renderer.updateShader(shaderManager);
// Set the camera to look at the object
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 center = mathDevice.v3ScalarMul(mathDevice.v3Add(sceneMaxExtent, sceneMinExtent), 0.5);
var extent = mathDevice.v3Sub(center, sceneMinExtent);
var halfFov = Math.tan(30 * Math.PI / 180);
camera.recipViewWindowX = 1.0 / halfFov;
camera.recipViewWindowY = 1.0 / halfFov;
camera.lookAt(mathDevice.v3Build(-3.5, 5, -0.5), mathDevice.v3BuildYAxis(), mathDevice.v3Build(-51, 16, 8));
camera.updateViewMatrix();
var length = mathDevice.v3Length(extent);
if (length < 4.0)
{
camera.nearPlane = length * 0.25;
}
else
{
camera.nearPlane = 1.0;
}
camera.farPlane = Math.ceil(length) * 100.0;
camera.updateProjectionMatrix();
// Register the update() loop as the new interval and make it call the function at 60Hz
TurbulenzEngine.clearInterval(intervalID);
intervalID = TurbulenzEngine.setInterval(update, 1000 / 60);
}
};
var v3Build = mathDevice.v3Build;
// Callback for when the scene is loaded to add some lights
function loadSceneFinished(scene)
{
var addPointLight =
function addLightFn(lightName, lightMaterial, position, color)
{
var light = Light.create(
{
name : lightName,
color : mathDevice.v3Build(color[0], color[1], color[2]),
point : true,
shadows : true,
halfExtents: v3Build.call(mathDevice, 40, 40, 40),
origin: v3Build.call(mathDevice, 0, 10, 0),
material : lightMaterial
});
scene.addLight(light);
var lightMatrix = mathDevice.m43BuildTranslation(v3Build.apply(mathDevice, position));
var lightNode = SceneNode.create(
{
name: lightName + "-node",
local: lightMatrix
});
lightNode.addLightInstance(LightInstance.create(light));
scene.addRootNode(lightNode);
};
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
addPointLight("globalLight",
lightMaterial,
[-3.5, 15, -0.5],
[1, 1, 1]);
scene.addLight(Light.create({name : "ambient",
ambient : true,
color : [0.1, 0.1, 0.1]}));
}
// Start calling loadingLoop() at 10Hz to check loading progress
intervalID = TurbulenzEngine.setInterval(loadingLoop, 1000 / 10);
var loadAssets = function loadAssetsFn()
{
// Renderer for the scene (requires shader assets).
renderer = ForwardRendering.create(graphicsDevice,
mathDevice,
shaderManager,
effectManager,
{});
//Start the loading
sceneLoader.load({ scene : scene,
append : false,
assetPath : "models/diningroom.dae",
keepLights : true,
physicsDevice : physicsDevice,
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;
}
if (scene)
{
scene.destroy();
scene = null;
}
requestHandler = null;
sceneLoader = null;
effectManager = null;
camera = null;
if (textureManager)
{
textureManager.destroy();
textureManager = null;
}
if (shaderManager)
{
shaderManager.destroy();
shaderManager = null;
}
if (renderer)
{
renderer.destroy();
renderer = null;
}
TurbulenzEngine.flush();
physicsDevice = null;
graphicsDevice = null;
mathDevice = null;
};
};