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Load the WebGL graphics buffer data from a collada .dae model and return a draw command that accepts options

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load-collada-dae npm version Build Status

Discontinued

This is a very bad abstraction. Don't install this.


WORK IN PROGRESS

Loads the WebGL graphics buffer data from a .dae file that's been parsed using a .dae parser and return a draw command that accepts options

TODO: View demo

To Install

$ npm install --save load-collada-dae

Running the demo locally

// TODO

Usage

var loadDae = require('load-collada-dae')

// You would usually parse your .dae files before runtime and then `xhr` GET request the pre-parsed JSON
var parseDae = require('collada-dae-parser')
var modelJSON = parseDae(GetColladaFileSomehow())

// Get your WebGL context directly from a canvas, or the context exposed by your favorite library / framework
var gl = GetCanvasWebGLContextSomehow()

// This can be a DOM image element or a Uint8Array of pixel data
var image = document.getElementById('some-already-loaded-image')

var model = loadDae(gl, modelJSON, {texure: image})

// Later inside of your render function
gl.useProgram(model.shaderProgram)
model.draw({
  attributes: model.attributes,
  uniforms: {
    uUseLighting: true,
    uAmbientColor: [0, 0, 0],
    uLightingDirection: [0, 0, 0],
    uDirectionalColor: [0, 0, 0],
    uMVMatrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0.0, 0.0, -17.0, 1],
    uPMatrix: mat4Perspective([], Math.PI / 4, 256 / 256, 0.1, 100),
    // These might come from `skeletal-animation-system`
    boneRotQuaternions0: jointDualQuats.rotQuaternions[0],
    boneRotQuaternions1: jointDualQuats.rotQuaternions[1],
    boneTransQuaternions0: jointDualQuats.transQuaternions[0],
    boneTransQuaternions1: jointDualQuats.transQuaternions[1]
  }
})

See something broken, confusing or ripe for improvement? Feel free to open an issue or PR!

API

loadDae(parsedDae, loadOptions) -> object

parsedDae

Required

Type: string

A collada .dae file that has been parsed into JSON.

Usually you'd use collada-dae-parser to parser the .dae file pre-runtime. But any parser that outputs the same format will do.

loadOptions

Optional

type: object

load-collada-dae comes with default options, but you'll likely want to override some.

var myOptions = {
  textureImage: document.getElementById('some-already-loaded-image') || new Uint8Array([255, 0, 0, 255])
}
loadOptions.textureImage

type HTMLImageElement or Uint8Array

Optional

You pass in an HTMLImageElement or Uint8Array for your model's texture

If using an image element, make sure that the onload event has already fired

// example of loading the image
var image = document.getElementById('my-image') || new window.Image()
image.onload = function () {
  loadDae(gl, modelJSON, {texture: image})
}
image.src = 'https://cool-image-texture.com/cool-image.jpg'

TODO: Uint8Array example

loadOptions.fragmentShaderFunc

Optional

A function that will be passed the number of joints and returns a fragment shader for your skinned 3d model.

load-collada-dae comes with a default vertex shader generator.

You would typically override it if the default shader didn't match your needs. For example, if you wanted to add in point lighting.

function generatefragmentShader (opts) {
  console.log(opts.numJoints)
  // Some Number.. i.e. `12` (or however many joints your model has)

  return `
    // Some fragment shader
  `
}
loadOptions.vertexShaderFunc

Optional

A function that will be passed the number of joints and returns a vertex shader for your skinned 3d model.

load-collada-dae comes with a default vertex shader generator.

You would typically override it if the default shader didn't match your needs. For example, if you wanted to add in point lighting.

function generateVertexShader (opts) {
  console.log(opts.numJoints)
  // Some Number.. i.e. `12` (or however many joints your model has)

  return `
    // Your custom vertex shader
  `
}

Returned Model Object

We return a model object with a draw function

model.draw([drawOptions]) -> render to canvas

drawOptions

TODO: Flesh out example.. For now look at the test directory

// Example draw options
var myDrawOptions = {
  attributes: {},
  uniforms: {}
}
drawOptions.attributes
drawOptions.uniforms

TODO:

  • Demo in raw WebGL using an orbiting light source and materials
  • Add unit test with default lighting turned on

To Test:

Our test suite requires imagemagick to be installed locally, due to our image-diff dependency

$ npm run test

See Also

License

MIT

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