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material.ts
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material.ts
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/*{# Copyright (c) 2010-2012 Turbulenz Limited #}*/
/*
* @title: Material
* @description:
* This sample shows how to load materials, how to create them procedurally, and how to apply them to renderables in the scene.
* You can select and apply different materials using different rendering effects to the rotation model.
*/
/*{{ javascript("jslib/aabbtree.js") }}*/
/*{{ javascript("jslib/camera.js") }}*/
/*{{ javascript("jslib/geometry.js") }}*/
/*{{ javascript("jslib/material.js") }}*/
/*{{ javascript("jslib/light.js") }}*/
/*{{ javascript("jslib/scenenode.js") }}*/
/*{{ javascript("jslib/scene.js") }}*/
/*{{ javascript("jslib/vmath.js") }}*/
/*{{ javascript("jslib/effectmanager.js") }}*/
/*{{ javascript("jslib/shadermanager.js") }}*/
/*{{ javascript("jslib/texturemanager.js") }}*/
/*{{ javascript("jslib/renderingcommon.js") }}*/
/*{{ javascript("jslib/defaultrendering.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") }}*/
/*{{ javascript("scripts/motion.js") }}*/
/*{{ javascript("scripts/htmlcontrols.js") }}*/
/*global TurbulenzEngine: true */
/*global TurbulenzServices: false */
/*global Motion: false */
/*global RequestHandler: false */
/*global TextureManager: false */
/*global ShaderManager: false */
/*global EffectManager: false */
/*global Scene: false */
/*global SceneLoader: false */
/*global Camera: false */
/*global HTMLControls: false */
/*global DefaultRendering: false */
/*global VMath: 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 scene = Scene.create(mathDevice);
var sceneLoader = SceneLoader.create();
var renderer;
// Setup world space
var worldUp = mathDevice.v3BuildYAxis();
// Setup a camera to view a close-up object
var camera = Camera.create(mathDevice);
var cameraDistanceFactor = 1.0;
camera.nearPlane = 0.05;
// Choice of materials to view:
//
// 'defaultMaterialName' : A material with a texture and technique set on the object by the scene
// colouredMaterial : A material with a materialColor and technique that uses material Color to render
// newTextureMaterial : A material with a new texture other than the one specified by the scene
// The material list
var materials = {
newTextureMaterial : {
effect : "phong",
parameters : {
diffuse : "textures/brick.png"
}
},
coloredMaterial : {
effect : "constant",
meta : {
materialcolor : true
},
parameters : {
materialColor : VMath.v4Build(1.0, 0.1, 0.1, 1.0)
}
}
};
// We will find the default material name after the scene is loaded
var defaultMaterialName;
// The name of the node we want to rotate to demonstrate the material
var nodeName = "LOD3sp";
var objectNode = null;
var objectInstance = null;
var rotation = Motion.create(mathDevice, "scene");
rotation.setConstantRotation(0.01);
// Initialize the previous frame time
var previousFrameTime = TurbulenzEngine.time;
var renderFrame = function renderFrameFn()
{
var currentTime = TurbulenzEngine.time;
var deltaTime = (currentTime - previousFrameTime);
if (deltaTime > 0.1)
{
deltaTime = 0.1;
}
var deviceWidth = graphicsDevice.width;
var deviceHeight = graphicsDevice.height;
var aspectRatio = (deviceWidth / deviceHeight);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
if (objectNode)
{
// Update the scene with rotation
rotation.update(deltaTime);
objectNode.setLocalTransform(rotation.matrix);
}
scene.update();
renderer.update(graphicsDevice, camera, scene, currentTime);
if (graphicsDevice.beginFrame())
{
if (renderer.updateBuffers(graphicsDevice, deviceWidth, deviceHeight))
{
renderer.draw(graphicsDevice, clearColor);
}
graphicsDevice.endFrame();
}
};
// Controls
var htmlControls = HTMLControls.create();
htmlControls.addRadioControl({
id : "radio01",
groupName : "materialType",
radioIndex : 0,
value : "default",
fn : function ()
{
if (objectInstance)
{
var materialName = defaultMaterialName;
var material = materials[materialName];
if (material && material.loaded)
{
// Set the material to use on the node
objectInstance.setMaterial(scene.getMaterial(materialName));
}
}
},
isDefault : true
});
htmlControls.addRadioControl({
id : "radio02",
groupName : "materialType",
radioIndex : 1,
value : "coloured",
fn : function ()
{
if (objectInstance)
{
var materialName = "coloredMaterial";
var material = materials[materialName];
if (material && material.loaded)
{
objectInstance.setMaterial(scene.getMaterial(materialName));
}
}
},
isDefault : false
});
htmlControls.addRadioControl({
id : "radio03",
groupName : "materialType",
radioIndex : 2,
value : "newTexture",
fn : function ()
{
if (objectInstance)
{
var materialName = "newTextureMaterial";
var material = materials[materialName];
if (material && material.loaded)
{
// Set the material to use on the node
objectInstance.setMaterial(scene.getMaterial(materialName));
}
}
},
isDefault : false
});
htmlControls.register();
var intervalID;
var loadingLoop = function loadingLoopFn()
{
if (sceneLoader.complete())
{
TurbulenzEngine.clearInterval(intervalID);
// For the default texture, take the result loaded by the scene
objectNode = scene.findNode(nodeName);
if (objectNode)
{
if (objectNode.hasRenderables())
{
objectInstance = objectNode.renderables[0];
defaultMaterialName = objectInstance.getMaterial().getName();
if (defaultMaterialName)
{
// We don't have the material parameters or effect, but we can refer to it by name
materials[defaultMaterialName] = {};
materials[defaultMaterialName].loaded = true;
scene.getMaterial(defaultMaterialName).reference.add();
}
}
}
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);
camera.lookAt(center, worldUp, mathDevice.v3Build(center[0] + extent[0] * 2 * cameraDistanceFactor,
center[1] + extent[1] * cameraDistanceFactor,
center[2] + extent[2] * 2 * cameraDistanceFactor));
camera.updateViewMatrix();
renderer.updateShader(shaderManager);
intervalID = TurbulenzEngine.setInterval(renderFrame, 1000 / 60);
}
};
intervalID = TurbulenzEngine.setInterval(loadingLoop, 1000 / 10);
var postLoad = function postLoadFn()
{
for (var m in materials)
{
if (materials.hasOwnProperty(m))
{
if (scene.loadMaterial(graphicsDevice, textureManager, effectManager, m, materials[m]))
{
materials[m].loaded = true;
scene.getMaterial(m).reference.add();
}
else
{
errorCallback("Failed to load material: " + m);
}
}
}
};
var loadAssets = function loadAssetsFn()
{
// Renderer for the scene (requires shader assets).
renderer = DefaultRendering.create(graphicsDevice,
mathDevice,
shaderManager,
effectManager);
renderer.setGlobalLightPosition(mathDevice.v3Build(0.5, 100.0, 0.5));
renderer.setAmbientColor(mathDevice.v3Build(0.3, 0.3, 0.4));
// Create object using scene loader
sceneLoader.load({
scene : scene,
assetPath : "models/duck.dae",
graphicsDevice : graphicsDevice,
mathDevice : mathDevice,
textureManager : textureManager,
effectManager : effectManager,
shaderManager : shaderManager,
requestHandler: requestHandler,
append : false,
dynamic : true,
postSceneLoadFn : postLoad
});
};
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;
}
clearColor = null;
rotation = null;
if (scene)
{
scene.destroy();
scene = null;
}
requestHandler = null;
if (renderer)
{
renderer.destroy();
renderer = null;
}
materials = null;
camera = null;
if (textureManager)
{
textureManager.destroy();
textureManager = null;
}
if (shaderManager)
{
shaderManager.destroy();
shaderManager = null;
}
effectManager = null;
TurbulenzEngine.flush();
graphicsDevice = null;
mathDevice = null;
};
};