/
tiled-scene-renderer-example.ts
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/
tiled-scene-renderer-example.ts
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/* spellchecker: disable */
import { mat4, vec3 } from 'gl-matrix';
import {
Camera,
Canvas,
Context,
CuboidGeometry,
DefaultFramebuffer,
ForwardSceneRenderPass,
Framebuffer,
GeometryComponent,
GeosphereGeometry,
Invalidate,
Material,
MouseEventProvider,
Navigation,
Program,
Renderer,
SceneNode,
Shader,
Texture2D,
TiledRenderer,
TransformComponent,
Wizard,
} from 'webgl-operate';
import { Example } from './example';
/* spellchecker: enable */
// tslint:disable:max-classes-per-file
/**
* @todo comment
*/
export class TiledSceneRenderer extends Renderer {
protected _navigation: Navigation;
protected _forwardPass: ForwardSceneRenderPass;
protected _camera: Camera;
protected _scene: SceneNode;
protected _texture: Texture2D;
protected _framebuffer: Framebuffer;
protected _program: Program;
protected _uViewProjection: WebGLUniformLocation;
protected _uModel: WebGLUniformLocation;
protected _uTexture: WebGLUniformLocation;
protected _uTextured: WebGLUniformLocation;
protected _aMeshVertex: GLint;
protected _aMeshTexCoord: GLint;
/**
* Initializes and sets up rendering passes, navigation, loads a font face and links shaders with program.
* @param context - valid context to create the object for.
* @param identifier - meaningful name for identification of this instance.
* @param mouseEventProvider - required for mouse interaction
* @returns - whether initialization was successful
*/
protected onInitialize(context: Context, callback: Invalidate,
mouseEventProvider: MouseEventProvider,
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
const gl = this._context.gl;
this._framebuffer = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._framebuffer.initialize();
/* Create mesh rendering program. */
const vert = new Shader(this._context, gl.VERTEX_SHADER, 'mesh.vert');
vert.initialize(require('./data/mesh.vert'));
const frag = new Shader(this._context, gl.FRAGMENT_SHADER, 'mesh.frag');
frag.initialize(require('./data/mesh.frag'));
this._program = new Program(this._context, 'MeshProgram');
this._program.initialize([vert, frag], false);
this._aMeshVertex = this._program.attribute('a_vertex', 0);
this._aMeshTexCoord = this._program.attribute('a_texCoord', 1);
this._program.link();
this._uViewProjection = this._program.uniform('u_viewProjection');
this._uModel = this._program.uniform('u_model');
this._uTexture = this._program.uniform('u_texture');
this._uTextured = this._program.uniform('u_textured');
this._aMeshVertex = this._program.attribute('a_vertex', 0);
this._aMeshTexCoord = this._program.attribute('a_texCoord', 1);
/* Create and configure camera. */
const camera = new Camera();
camera.center = vec3.fromValues(0.0, 0.0, 0.0);
camera.up = vec3.fromValues(0.0, 1.0, 0.0);
camera.eye = vec3.fromValues(0.0, 0.0, 3.0);
camera.near = 1.0;
camera.far = 8.0;
/* Test Tiled Renderer */
const tiledRenderer = new TiledRenderer();
tiledRenderer.sourceCamera = camera;
tiledRenderer.sourceViewPort = [2, 2];
tiledRenderer.tileSize = [1, 1];
tiledRenderer.tile = 0;
tiledRenderer.algorithm = TiledRenderer.IterationAlgorithm.HilbertCurve;
tiledRenderer.update();
/* Create and configure navigation */
this._navigation = new Navigation(callback, mouseEventProvider);
this._camera = tiledRenderer.camera;
this._navigation.camera = this._camera;
/* Create and configure forward pass. */
this._forwardPass = new ForwardSceneRenderPass(context);
this._forwardPass.initialize();
this._forwardPass.camera = this._camera;
this._forwardPass.target = this._framebuffer;
/* Create scene. */
this.generateScene();
this._forwardPass.scene = this._scene;
this._forwardPass.program = this._program;
this._forwardPass.updateModelTransform = (matrix: mat4) => {
gl.uniformMatrix4fv(this._uModel, gl.GL_FALSE, matrix);
};
this._forwardPass.updateViewProjectionTransform = (matrix: mat4) => {
gl.uniformMatrix4fv(this._uViewProjection, gl.GL_FALSE, matrix);
};
this._forwardPass.bindMaterial = (material: Material) => {
const sceneMaterial = material as SceneExampleMaterial;
if (sceneMaterial.textured) {
sceneMaterial.texture!.bind(gl.TEXTURE0);
gl.uniform1i(this._uTexture, 0);
}
gl.uniform1i(this._uTextured, sceneMaterial.textured);
};
return true;
}
/**
* Uninitializes Buffers, Textures, and Program.
*/
protected onUninitialize(): void {
super.uninitialize();
// TODO: make sure that all meshes and programs inside of the scene get cleaned
// this._mesh.uninitialize();
// this._meshProgram.uninitialize();
}
/**
* This is invoked in order to check if rendering of a frame is required by means of implementation specific
* evaluation (e.g., lazy non continuous rendering). Regardless of the return value a new frame (preparation,
* frame, swap) might be invoked anyway, e.g., when update is forced or canvas or context properties have
* changed or the renderer was invalidated @see{@link invalidate}.
* Updates the navigaten and the AntiAliasingKernel.
* @returns whether to redraw
*/
protected onUpdate(): boolean {
if (this._altered.frameSize) {
this._camera.viewport = [this._frameSize[0], this._frameSize[1]];
}
if (this._altered.canvasSize) {
this._camera.aspect = this._canvasSize[0] / this._canvasSize[1];
}
if (this._altered.clearColor) {
this._forwardPass.clearColor = this._clearColor;
}
this._navigation.update();
this._forwardPass.update();
return this._altered.any || this._camera.altered;
}
/**
* This is invoked in order to prepare rendering of one or more frames, regarding multi-frame rendering and
* camera-updates.
*/
protected onPrepare(): void {
this._forwardPass.prepare();
this._altered.reset();
this._camera.altered = false;
}
/**
* @todo comment
* @param frameNumber - for intermediate frames in accumulation rendering.
*/
protected onFrame(frameNumber: number): void {
this._forwardPass.frame();
}
/**
* @todo comment ...
*/
protected onSwap(): void {
}
/**
* @todo comment
*/
protected generateScene(): void {
this._scene = new SceneNode('root');
this.generateSphere1Node(this._scene);
this.generateSphere2Node(this._scene);
this.generateBoxNode(this._scene);
}
protected generateSphere1Node(parent: SceneNode): SceneNode {
const gl = this._context.gl;
/* Create node and transform */
const node = parent.addNode(new SceneNode('mesh'));
const translate = mat4.fromTranslation(mat4.create(), vec3.fromValues(0.0, 0.0, 0.0));
const scale = mat4.fromScaling(mat4.create(), vec3.fromValues(0.4, 0.4, 0.4));
const transformMatrix = mat4.multiply(mat4.create(), translate, scale);
const transform = new TransformComponent(transformMatrix);
node.addComponent(transform);
/* Create and load texture. */
const texture = new Texture2D(this._context, 'Texture');
texture.initialize(1, 1, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE);
texture.fetch('./data/concrete_floor_02_diff_1k.webp', false).then(() => {
this.invalidate(true);
});
/* Create material */
const material = new SceneExampleMaterial(this._context, 'ExampleMaterial1');
material.texture = texture;
material.textured = true;
/* Create geometry. */
const geometry = new GeosphereGeometry(
this._context,
'mesh',
1.0,
true);
geometry.initialize(this._aMeshVertex, this._aMeshTexCoord);
const sphere = new GeometryComponent();
sphere.geometry = geometry;
sphere.material = material;
node.addComponent(sphere);
return node;
}
protected generateSphere2Node(parent: SceneNode): SceneNode {
/* Create node and transform */
const node = parent.addNode(new SceneNode('mesh'));
const translate = mat4.fromTranslation(mat4.create(), vec3.fromValues(1.0, 0.0, 0.0));
const scale = mat4.fromScaling(mat4.create(), vec3.fromValues(0.4, 0.4, 0.4));
const transformMatrix = mat4.multiply(mat4.create(), translate, scale);
const transform = new TransformComponent(transformMatrix);
node.addComponent(transform);
/* Create material */
const material = new SceneExampleMaterial(this._context, 'ExampleMaterial2');
material.textured = false;
/* Create geometry. */
const geometry = new GeosphereGeometry(
this._context,
'mesh',
1.0,
true);
geometry.initialize(this._aMeshVertex, this._aMeshTexCoord);
const sphere = new GeometryComponent();
sphere.geometry = geometry;
sphere.material = material;
node.addComponent(sphere);
return node;
}
protected generateBoxNode(parent: SceneNode): SceneNode {
/* Create node and transform */
const node = parent.addNode(new SceneNode('mesh'));
const translate = mat4.fromTranslation(mat4.create(), vec3.fromValues(-1.0, 0.0, 0.0));
const scale = mat4.fromScaling(mat4.create(), vec3.fromValues(0.5, 0.5, 0.5));
const transformMatrix = mat4.multiply(mat4.create(), translate, scale);
const transform = new TransformComponent(transformMatrix);
node.addComponent(transform);
/* Create material */
const material = new SceneExampleMaterial(this._context, 'ExampleMaterial3');
material.textured = false;
/* Create geometry. */
const geometry = new CuboidGeometry(this._context, 'mesh', true);
geometry.initialize(this._aMeshVertex, this._aMeshTexCoord);
const box = new GeometryComponent();
box.geometry = geometry;
box.material = material;
node.addComponent(box);
return node;
}
}
export class SceneExampleMaterial extends Material {
protected _texture: Texture2D;
protected _textured: boolean;
set texture(texture: Texture2D) {
this._texture = texture;
}
get texture(): Texture2D {
return this._texture;
}
set textured(value: boolean) {
this._textured = value;
}
get textured(): boolean {
return this._textured;
}
}
export class TiledSceneRendererExample extends Example {
private _canvas: Canvas;
private _renderer: TiledSceneRenderer;
initialize(element: HTMLCanvasElement | string): boolean {
this._canvas = new Canvas(element, { antialias: false });
this._canvas.controller.multiFrameNumber = 1;
this._canvas.framePrecision = Wizard.Precision.byte;
this._canvas.frameScale = [1.0, 1.0];
this._renderer = new TiledSceneRenderer();
this._canvas.renderer = this._renderer;
return true;
}
uninitialize(): void {
this._canvas.dispose();
(this._renderer as Renderer).uninitialize();
}
get canvas(): Canvas {
return this._canvas;
}
get renderer(): TiledSceneRenderer {
return this._renderer;
}
}