-
Notifications
You must be signed in to change notification settings - Fork 513
/
scene_loading.ts
334 lines (279 loc) · 11.1 KB
/
scene_loading.ts
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
/*{# 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;
};
};