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immediate_mode_rendering.ts
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immediate_mode_rendering.ts
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/*{# Copyright (c) 2010-2012 Turbulenz Limited #}*/
// There is an issue with TypeScript where comments before a leading
// interface declaration are not emitted. To ensure that the include
// directives end up in the final .js file, this interface decl must
// be placed right up here.
interface ImmediateRenderObject
{
update?: (delta: number) => void;
init: () => void;
draw: (graphicsDevice: GraphicsDevice) => void;
};
/*
* @title: Immediate rendering
* @description:
* This sample demonstrates how to use the low level API of the Turbulenz graphics device.
* It shows how to load shaders, change techniques, and how to create and dispatch dynamic index and vertex buffers
* to render simple 2D animations.
*/
/*{{ javascript("jslib/camera.js") }}*/
/*{{ javascript("jslib/observer.js") }}*/
/*{{ javascript("jslib/utilities.js") }}*/
/*{{ javascript("jslib/requesthandler.js") }}*/
/*{{ javascript("jslib/services/turbulenzservices.js") }}*/
/*{{ javascript("jslib/services/turbulenzbridge.js") }}*/
/*{{ javascript("jslib/services/gamesession.js") }}*/
/*{{ javascript("jslib/services/mappingtable.js") }}*/
/*global RequestHandler: false */
/*global TurbulenzEngine: false */
/*global TurbulenzServices: false */
/*global Camera: false */
TurbulenzEngine.onload = function onloadFn()
{
var errorCallback = function errorCallback(msg)
{
window.alert(msg);
};
// Create the engine devices objects
// This sample uses the 'graphicsDevice' to demonstrate different basic rendering techniques
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 = [0.0, 0.0, 0.0, 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 camera = Camera.create(mathDevice);
var worldUp = mathDevice.v3BuildYAxis();
camera.lookAt(mathDevice.v3Build(0, 0, -100), worldUp, mathDevice.v3Build(0, 4, 15.0));
camera.updateViewMatrix();
camera.updateProjectionMatrix();
var aspectRatio = (graphicsDevice.width / graphicsDevice.height);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
// Create techniqueParameters for each object
var techniqueParameters = graphicsDevice.createTechniqueParameters({
worldViewProjection : camera.viewProjectionMatrix,
constantColor : [1.0, 0.0, 0.0, 0.5]
});
var techniqueParametersProceduralTexture = graphicsDevice.createTechniqueParameters({
worldViewProjection : camera.viewProjectionMatrix,
diffuse : null
});
var techniqueParametersCrateTexture = graphicsDevice.createTechniqueParameters({
worldViewProjection : camera.viewProjectionMatrix,
diffuse : null
});
var techniqueParametersPoint = graphicsDevice.createTechniqueParameters({
worldViewProjection : camera.viewProjectionMatrix,
constantColor : [1.0, 0.0, 0.0, 0.5],
pointSize : 1
});
// Create semantics for specifing the vertices/colors/textureCoords
var semanticsTypes = {
position: <Semantics>null,
color: <Semantics>null,
positionAndTexture: <Semantics>null
};
var vertexFormatTypes = {
position: <number[]>undefined,
color: <number[]>undefined,
positionAndTexture: <number[]>undefined
};
// Only the position
semanticsTypes.position = graphicsDevice.createSemantics([graphicsDevice.SEMANTIC_POSITION]);
vertexFormatTypes.position = [graphicsDevice.VERTEXFORMAT_FLOAT3];
// Only the color (with alpha, rgba)
semanticsTypes.color = graphicsDevice.createSemantics([graphicsDevice.SEMANTIC_COLOR]);
vertexFormatTypes.color = [graphicsDevice.VERTEXFORMAT_FLOAT4];
// Both position and texture coordinate
semanticsTypes.positionAndTexture = graphicsDevice.createSemantics([graphicsDevice.SEMANTIC_POSITION, graphicsDevice.SEMANTIC_TEXCOORD]);
vertexFormatTypes.positionAndTexture = [graphicsDevice.VERTEXFORMAT_FLOAT3, graphicsDevice.VERTEXFORMAT_SHORT2N];
var shader = null;
// Creation of render objects
// The grid, drawn as lines with a constant color
var gridRenderObject : ImmediateRenderObject =
{
techniqueName: "constantColor3D",
semanticName: "position",
primitive: graphicsDevice.PRIMITIVE_LINES,
numOfRenderItems: 5, // Each grid dimension i.e. N x N
technique: null,
vertexFormats: null,
semantics: null,
techniqueParameters: null,
startPosition: [ 1.0, 1.0, 0.0 ],
color: [ 1.0, 0.0, 0.0, 0.5],
isInit: false,
accTime: 0, // Accumulated time of between animation steps
animPeriod: 0.2, // Time to wait between steps
animStep: 1, // How many dimensions to increase per step
maxNumOfRenderItems: 5,
update: function updateFn(delta)
{
var numOfLevels = this.numOfRenderItems;
var maxNumOfRenderItems = this.maxNumOfRenderItems;
var animPeriod = this.animPeriod;
this.accTime += delta;
if (this.accTime > animPeriod)
{
this.numOfRenderItems = (numOfLevels + this.animStep) % (maxNumOfRenderItems + 1);
this.accTime = 0;
}
},
init: function initFn()
{
// Initialise the references to semantics/vertexFormats
var semanticName = this.semanticName;
this.semantics = semanticsTypes[semanticName];
this.vertexFormats = vertexFormatTypes[semanticName];
this.techniqueParameters = techniqueParameters;
this.isInit = (this.semantics && this.vertexFormats && this.techniqueParameters);
},
draw: function drawFn(graphicsDevice)
{
var numOfLines = this.numOfRenderItems + 1;
var startX = this.startPosition[0];
var startY = this.startPosition[1];
var startZ = this.startPosition[2];
var primitive = this.primitive;
var techniqueParameters = this.techniqueParameters;
var vertexFormats = this.vertexFormats;
var semantics = this.semantics;
if (this.isInit)
{
// Shared techniqueParameters, so set the color
// This is the techniqueParameters to be used for this draw
techniqueParameters.constantColor = this.color;
graphicsDevice.setTechniqueParameters(techniqueParameters);
// Draw directly using a writer to populate the vertices
// In this case only positions of x,y,z are being written
var writer = graphicsDevice.beginDraw(primitive, numOfLines * 4, vertexFormats, semantics);
if (writer)
{
var ns = numOfLines - 1;
for (var i = 0; i < numOfLines; i += 1)
{
var xs = startX + i;
var ys = startY + i;
var xe = startX + ns;
var ye = startY + ns;
writer(xs, startY, startZ);
writer(xs, ye, startZ);
writer(startX, ys, startZ);
writer(xe, ys, startZ);
}
graphicsDevice.endDraw(writer);
}
}
}
};
// The circle, drawn as points of a constant color
var circleRenderObject : ImmediateRenderObject =
{
techniqueName: "pointConstantColor3D",
semanticName: "position",
primitive: graphicsDevice.PRIMITIVE_POINTS,
numOfRenderItems: 1500, // A large number of points are used to be visible
technique: null,
vertexFormats: null,
semantics: null,
techniqueParameters: null,
startPosition: [ 10.0, 3.5, 0.0 ],
color: [ 0.0, 1.0, 0.0, 0.5],
radius: 2.5,
isInit: false,
init: function initFn()
{
var semanticName = this.semanticName;
this.semantics = semanticsTypes[semanticName];
this.vertexFormats = vertexFormatTypes[semanticName];
this.techniqueParameters = techniqueParametersPoint;
this.isInit = (this.semantics && this.vertexFormats && this.techniqueParameters);
},
draw: function drawFn(graphicsDevice)
{
var numOfRenderItems = this.numOfRenderItems;
var startX = this.startPosition[0];
var startY = this.startPosition[1];
var startZ = this.startPosition[2];
var primitive = this.primitive;
var vertexFormats = this.vertexFormats;
var semantics = this.semantics;
if (this.isInit)
{
this.techniqueParameters.constantColor = this.color;
graphicsDevice.setTechniqueParameters(this.techniqueParameters);
// Draw using a writer to add only positions (x,y,z)
var writer = graphicsDevice.beginDraw(primitive, numOfRenderItems, vertexFormats, semantics);
if (writer)
{
var sinfn = Math.sin;
var cosfn = Math.cos;
var random = Math.random;
var pi2 = 2 * Math.PI;
var inc = pi2 / 64;
var radius = this.radius;
var sin, cos, r;
for (var i = 0, t = 0; i < numOfRenderItems; i += 1)
{
// Random positions are used to make the points clearer to visualise
r = radius * random();
sin = sinfn(t);
cos = cosfn(t);
writer((r * sin) + startX, (r * cos) + startY, startZ);
t += inc;
if (t > pi2)
{
t -= pi2;
}
}
graphicsDevice.endDraw(writer);
}
}
}
};
// The spiral, drawn using a procedurally generated texture
var spiralRenderObject : ImmediateRenderObject =
{
techniqueName: "textured3D",
semanticName: "positionAndTexture",
primitive: graphicsDevice.PRIMITIVE_TRIANGLES,
numOfRenderItems: 17, // Iterations of spiral algorithm
technique: null,
vertexFormats: null,
semantics: null,
techniqueParameters: null,
startPosition: [ -4.5, 4.5, 0.0 ],
color: [ 1.0, 0.0, 1.0, 0.5],
scale: 0.5,
thetaInc: 0,
isInit: false,
accTime: 0,
animPeriod: 0.5,
animStep: 1,
maxNumOfRenderItems: 17,
update: function updateFn(delta)
{
var maxNumOfRenderItems = this.maxNumOfRenderItems;
var animPeriod = this.animPeriod;
// Increase/decrease the number of iterations
this.accTime += delta;
if (this.accTime > animPeriod)
{
this.numOfRenderItems += this.animStep;
if (this.numOfRenderItems < 1)
{
this.numOfRenderItems = 1;
this.animStep *= -1;
}
else if (this.numOfRenderItems > maxNumOfRenderItems)
{
this.numOfRenderItems = maxNumOfRenderItems;
this.animStep *= -1;
}
this.accTime = 0;
}
},
init: function initFn()
{
var semanticName = this.semanticName;
this.semantics = semanticsTypes[semanticName];
this.vertexFormats = vertexFormatTypes[semanticName];
this.techniqueParameters = techniqueParametersProceduralTexture;
// Pre-calculate the theta amount to increase per step
this.thetaInc = (2 * Math.PI) / 16;
this.isInit = (this.semantics && this.vertexFormats && this.techniqueParameters);
},
draw: function drawFn(graphicsDevice /*, delta */)
{
var numOfRenderLevels = this.numOfRenderItems;
var startX = this.startPosition[0];
var startY = this.startPosition[1];
var startZ = this.startPosition[2];
var primitive = this.primitive;
var techniqueParameters = this.techniqueParameters;
var vertexFormats = this.vertexFormats;
var semantics = this.semantics;
var scale = this.scale;
var thetaInc = this.thetaInc;
var sin, cos, at;
var theta, absX, absY;
var x0, y0, x1, y1, x2, y2, x3, y3;
techniqueParameters.constantColor = this.color;
graphicsDevice.setTechniqueParameters(techniqueParameters);
if (this.isInit)
{
// Direct draw, specifying a position (x,y,z) and texture coordinate (u,v)
var writer = graphicsDevice.beginDraw(primitive, (numOfRenderLevels * 6), vertexFormats, semantics);
if (writer)
{
var sinfn = Math.sin;
var cosfn = Math.cos;
var absfn = Math.abs;
theta = 0;
x0 = startX;
y0 = startY;
x2 = startX;
y2 = startY;
for (var i = 0; i < numOfRenderLevels; i += 1)
{
theta += thetaInc;
at = scale * theta;
sin = sinfn(theta);
cos = cosfn(theta);
x1 = (at * cos) + startX;
y1 = (at * sin) + startY;
absX = absfn(x0 - startX);
absY = absfn(y0 - startY);
x3 = x0 + ((x0 > startX) ? scale * absX : -scale * absX);
y3 = y0 + ((y0 > startY) ? scale * absY : -scale * absY);
// Draws two triangles for each iterative step of the algorithm
writer(x3, y3, startZ, 0, 0);
writer(x1, y1, startZ, 1, 1);
writer(x0, y0, startZ, 0, 0);
writer(x2, y2, startZ, 0, 0);
writer(x3, y3, startZ, 1, 1);
writer(x0, y0, startZ, 0, 0);
x0 = x1;
y0 = y1;
x2 = x3;
y2 = y3;
}
graphicsDevice.endDraw(writer);
}
}
}
};
// The textured panel, drawn using variable vertex colors
var panelRenderObject : ImmediateRenderObject =
{
techniqueName: "vertexColorTextured3D",
primitive: graphicsDevice.PRIMITIVE_TRIANGLES, // Uses triangles to draw each texture square
numOfRenderItems: 5,
colorStream: { // Uses vertexbuffer streams to pass both vertex color and position/texCoords
semanticName: "color", // Colors are varied every frame
semantics: null,
vertexBuffer: null
},
positionStream: {
semanticName: "positionAndTexture", // Positions are defined at initialization
semantics: null,
vertexBuffer: null
},
indexBuffer: null,
technique: null,
techniqueParameters: null,
startPosition: [ -13.0, 1.0, 0.0 ],
color: [ 0.0, 1.0, 1.0, 0.5],
isInit: false,
remapColors: function remapColorsFn(colors)
{
// Code needs to be updated for efficiency
// Update the colors used for the vertices
var numOfRenderItems = this.numOfRenderItems;
var coloredItems = numOfRenderItems * numOfRenderItems * 4;
var random = Math.random;
if (colors)
{
var writer = colors.map();
if (writer)
{
var r, g, b;
for (var i = 0; i < coloredItems; i += 1)
{
r = random();
g = random();
b = random();
writer(r, g, b, 1);
}
colors.unmap(writer);
writer = null;
}
}
},
update: function updateFn(/* delta */)
{
if (this.isInit)
{
this.remapColors(this.colorStream.vertexBuffer);
}
},
init: function initFn()
{
var numOfLevels = this.numOfRenderItems;
var numOfLevelsSqrd = numOfLevels * numOfLevels;
var coloredItems = numOfLevelsSqrd * 4;
var colorStream = this.colorStream;
var positionStream = this.positionStream;
var indexBuffer = this.indexBuffer;
var writer, i;
var positionsParameters =
{
numVertices: coloredItems,
attributes: ['FLOAT3', 'SHORT2N'], // attributes specify the types the graphicsDevice is expecting to receive for each vertex buffer
dynamic: false
};
var colorsParameters =
{
numVertices: coloredItems,
attributes: ['UBYTE4N'],
dynamic: true
};
var positions = graphicsDevice.createVertexBuffer(positionsParameters);
var colors = graphicsDevice.createVertexBuffer(colorsParameters);
colorStream.semantics = semanticsTypes[colorStream.semanticName];
positionStream.semantics = semanticsTypes[positionStream.semanticName];
this.remapColors(colors);
colorStream.vertexBuffer = colors;
if (!indexBuffer)
{
var indexBufferParameters = {
numIndices: numOfLevelsSqrd * 6,
format: 'USHORT'
};
indexBuffer = graphicsDevice.createIndexBuffer(indexBufferParameters);
writer = indexBuffer.map();
if (writer)
{
var v0, v1, v2, v3;
for (i = 0; i < numOfLevelsSqrd; i += 1)
{
v0 = 4 * i + 0;
v1 = 4 * i + 1;
v2 = 4 * i + 2;
v3 = 4 * i + 3;
writer(v0, v1, v2);
writer(v2, v3, v0);
}
indexBuffer.unmap(writer);
}
this.indexBuffer = indexBuffer;
}
// Generate all the positions
if (positions)
{
writer = positions.map();
if (writer)
{
var startX = this.startPosition[0];
var startY = this.startPosition[1];
var startZ = this.startPosition[2];
for (i = 0; i < numOfLevels; i += 1)
{
var xs = (startX + i);
var xe = (xs + 1);
for (var j = 0; j < numOfLevels; j += 1)
{
var ys = (startY + j);
var ye = (ys + 1);
writer(xs, ys, startZ, 0, 0);
writer(xe, ys, startZ, 1, 0);
writer(xe, ye, startZ, 1, 1);
writer(xs, ye, startZ, 0, 1);
}
}
positions.unmap(writer);
writer = null;
positionStream.vertexBuffer = positions;
}
}
// Allows panel to be drawn before the texture is loaded
this.techniqueParameters = techniqueParametersCrateTexture;
this.isInit = (colorStream.vertexBuffer && positionStream.vertexBuffer && this.techniqueParameters);
},
draw: function drawFn(graphicsDevice)
{
var primitive = this.primitive;
var techniqueParameters = this.techniqueParameters;
var colors = this.colorStream.vertexBuffer;
var colorSemantics = this.colorStream.semantics;
var positions = this.positionStream.vertexBuffer;
var positionSemantics = this.positionStream.semantics;
var indexBuffer = this.indexBuffer;
if (this.isInit)
{
// Sets the vertexBuffers to use for the draw call
graphicsDevice.setStream(colors, colorSemantics);
graphicsDevice.setStream(positions, positionSemantics);
// Sets the techniqueParameters, in this case a crate texture with shader with vertexColorTextured3D technique
graphicsDevice.setTechniqueParameters(techniqueParameters);
// Draw quads
graphicsDevice.setIndexBuffer(indexBuffer);
graphicsDevice.drawIndexed(primitive, indexBuffer.numIndices);
}
}
};
// Sets objects to render
var renderObjects : ImmediateRenderObject[] =
[ circleRenderObject,
gridRenderObject,
spiralRenderObject,
panelRenderObject ];
// Generate texture (Simple checkerboard)
var proceduralTextureParameters = {
name: "checkers",
width: 4,
height: 4,
depth: 1,
format: graphicsDevice.PIXELFORMAT_L8,
mipmaps: true,
cubemap: false,
renderable: false,
dynamic: false,
data: [ 0, 255, 0, 255,
255, 0, 255, 0,
0, 255, 0, 255,
255, 0, 255, 0]
};
var proceduralTexture = graphicsDevice.createTexture(proceduralTextureParameters);
techniqueParametersProceduralTexture['diffuse'] = proceduralTexture;
// Init objects
spiralRenderObject.init();
gridRenderObject.init();
circleRenderObject.init();
panelRenderObject.init();
var intervalID;
var previousTime = TurbulenzEngine.time;
var renderObj = null;
var renderFrame = function renderFrameFn()
{
var currentTime = TurbulenzEngine.time;
var deltaTime = currentTime - previousTime;
if (deltaTime > 0.1)
{
deltaTime = 0.1;
}
// Update objects (in this case animate)
var renderObjectsCount = renderObjects.length;
for (var n = 0; n < renderObjectsCount; n += 1)
{
renderObj = renderObjects[n];
var updateObj = renderObj.update;
if (updateObj)
{
renderObj.update(deltaTime);
}
}
// 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();
var vp = camera.viewProjectionMatrix;
if (graphicsDevice.beginFrame())
{
graphicsDevice.clear(clearColor, 1.0, 0);
for (var m = 0; m < renderObjectsCount; m += 1)
{
renderObj = renderObjects[m];
var technique = renderObj.technique;
if (!technique)
{
technique = shader.getTechnique(renderObj.techniqueName);
if (technique)
{
renderObj.technique = technique;
}
}
if (technique)
{
graphicsDevice.setTechnique(technique);
var techniqueParameters = renderObj.techniqueParameters;
if (techniqueParameters)
{
techniqueParameters.worldViewProjection = vp;
}
renderObj.draw(graphicsDevice);
}
}
graphicsDevice.endFrame();
}
previousTime = currentTime;
};
var crateTextureLoaded = false;
var loadingLoop = function loadingLoopFn()
{
if (shader && crateTextureLoaded)
{
TurbulenzEngine.clearInterval(intervalID);
intervalID = TurbulenzEngine.setInterval(renderFrame, 1000 / 60);
}
};
// Start calling the loading loop at 10Hz
intervalID = TurbulenzEngine.setInterval(loadingLoop, 1000 / 10);
var mappingTableReceived = function mappingTableReceivedFn(mappingTable)
{
// Load shader and techniques
var shaderLoaded = function shaderLoadedFn(shaderText)
{
if (shaderText)
{
var shaderParameters = JSON.parse(shaderText);
shader = graphicsDevice.createShader(shaderParameters);
}
};
requestHandler.request({
src: mappingTable.getURL("shaders/generic3D.cgfx"),
onload: shaderLoaded
});
var crateTextureParameters =
{
src : mappingTable.getURL("textures/crate.jpg"),
mipmaps : true,
onload : function (texture)
{
techniqueParametersCrateTexture['diffuse'] = texture;
crateTextureLoaded = true;
}
};
graphicsDevice.createTexture(crateTextureParameters);
};
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;
camera = null;
techniqueParameters = null;
techniqueParametersProceduralTexture = null;
techniqueParametersCrateTexture = null;
semanticsTypes = null;
vertexFormatTypes = null;
renderObjects.length = 0;
proceduralTexture = null;
TurbulenzEngine.flush();
graphicsDevice = null;
mathDevice = null;
requestHandler = null;
};
};