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context.coffee
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context.coffee
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Model = require './model'
Overlay = require './overlay'
Primitives = require './primitives'
Render = require './render'
Shaders = require './shaders'
Stage = require './stage'
Util = require './util'
class Context
# Export for extending
@Namespace = { Model, Overlay, Primitives, Render, Shaders, Stage, Util, DOM: Util.VDOM }
#-------------------------------------------------------------------
# Set up entire environment
constructor: (renderer, scene = null, camera = null) ->
# DOM container
@canvas = canvas = renderer.domElement
@element = null
# Rendering factory
@shaders = new Shaders.Factory Shaders.Snippets
@renderables = new Render .Factory Render .Classes, renderer, @shaders
@overlays = new Overlay.Factory Overlay.Classes, canvas
@scene = @renderables.make 'scene', scene: scene
@camera = @defaultCamera = camera ? new THREE.PerspectiveCamera()
# Primitives factory
@attributes = new Model.Attributes Primitives.Types, @
@primitives = new Primitives.Factory Primitives.Types, @
@root = @primitives.make 'root'
# Document model
@model = new Model.Model @root
@guard = new Model.Guard
# Scene controllers
@controller = new Stage.Controller @model, @primitives
@animator = new Stage.Animator @
# Public API
@api = new Stage.API @
# Global clocks, one real-time and one adjustable
@speed = 1
@time = {
now: +new Date() / 1000,
time: 0, delta: 0,
clock: 0, step: 0
}
#-------------------------------------------------------------------
# Lifecycle
init: () ->
@scene.inject()
@overlays.inject()
@
destroy: () ->
@scene.unject()
@overlays.unject()
@
resize: (size) ->
###
{
viewWidth, viewHeight, renderWidth, renderHeight, aspect, pixelRatio
}
###
size ?= {}
size.renderWidth ?= size.viewWidth ?= 1280
size.renderHeight ?= size.viewHeight ?= 720
size.pixelRatio ?= size.renderWidth / Math.max .000001, size.viewWidth
size.aspect ?= size.viewWidth / Math.max .000001, size.viewHeight
@root.controller.resize size
@
frame: (time) ->
###
{
now, clock, step
}
###
@pre time
@update()
@render()
@post()
@
#-------------------------------------------------------------------
# Broken down update/render cycle, for manual scheduling/invocation
pre: (time) ->
if !time
time = {
now: +new Date() / 1000,
time: 0, delta: 0,
clock: 0, step: 0
}
time.delta = if @time.now? then time.now - @time.now else 0
# Check for stopped render loop, assume 1 60fps frame
time.delta = 1 / 60 if time.delta > 1
time.step = time.delta * @speed
time.time = @time.time + time.delta
time.clock = @time.clock + time.step
@time = time
@root.controller.pre?()
@
update: () ->
@animator.update @time
@attributes.compute()
@guard.iterate
step: () =>
change = @attributes.digest()
change ||= @model .digest()
last: () ->
{attribute: @attributes.getLastTrigger(), model: @model.getLastTrigger()}
@root.controller.update?()
@camera = @root.controller.getCamera()
@speed = @root.controller.getSpeed()
@
render: () ->
@root.controller.render?()
@scene.render()
@
post: () ->
@root.controller.post?()
@
#-------------------------------------------------------------------
# Warmup mode, inserts only n objects into the scene per frame
# Will render objects to offscreen 1x1 buffer to ensure shader is compiled even if invisible
setWarmup: (n) ->
@scene.warmup n
@
getPending: () ->
@scene.pending.length
module.exports = Context