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XMLscene.js
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/**
* XMLscene class, representing the scene that is to be rendered.
*/
class XMLscene extends CGFscene {
/**
* @constructor
* @param {MyInterface} myinterface
*/
constructor(myinterface) {
super();
this.interface = myinterface;
}
/**
* Initializes the scene, setting some WebGL defaults, initializing the camera and the axis.
* @param {CGFApplication} application
*/
init(application) {
super.init(application);
this.sceneInited = false;
this.initCameras();
this.enableTextures(true);
this.gl.clearDepth(100.0);
this.gl.enable(this.gl.DEPTH_TEST);
this.gl.enable(this.gl.CULL_FACE);
this.gl.depthFunc(this.gl.LEQUAL);
this.axis = new CGFaxis(this);
this.setUpdatePeriod(100);
this.loadingProgressObject = new MyRectangle(this, -1, -.1, 1, .1);
this.loadingProgress = 0;
this.defaultAppearance = new CGFappearance(this);
this.selectedView;
}
/**
* Initializes the scene cameras.
*/
initCameras() {
this.camera = new CGFcamera(0.4, 0.1, 500, vec3.fromValues(15, 15, 15), vec3.fromValues(0, 0, 0));
this.interface.setActiveCamera(this.camera);
}
/**
* Initializes the scene Cameras with the values read from the XML file.
*/
initXMLCameras() {
this.camera = this.graph.cameras[this.selectedView];
this.interface.setActiveCamera(this.camera);
}
/**
* Initializes the scene lights with the values read from the XML file.
*/
initXMLLights() {
// Lights index.
let i = 0;
// Reads the lights from the scene graph.
for (let key in this.graph.lights) {
if (i >= 8)
break; // Only eight lights allowed by WebCGF on default shaders.
if (this.graph.lights.hasOwnProperty(key)) {
var graphLight = this.graph.lights[key];
this.lights[i].setPosition(...graphLight[1]);
this.lights[i].setAmbient(...graphLight[2]);
this.lights[i].setDiffuse(...graphLight[3]);
this.lights[i].setSpecular(...graphLight[4]);
this.lights[i].light_id = key;
this.lights[i].setVisible(true);
if (graphLight[0])
this.lights[i].enable();
else
this.lights[i].disable();
this.lights[i].update();
i++;
}
}
}
/** Handler called when the graph is finally loaded.
* As loading is asynchronous, this may be called already after the application has started the run loop
*/
onGraphLoaded() {
this.axis = new CGFaxis(this, this.graph.referenceLength);
this.gl.clearColor(...this.graph.background);
this.setGlobalAmbientLight(...this.graph.ambient);
this.initXMLLights();
this.initXMLCameras();
this.sceneInited = true;
}
/**
* Displays the scene.
*/
display() {
// ---- BEGIN Background, camera and axis setup
// Clear image and depth buffer everytime we update the scene
this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
// Initialize Model-View matrix as identity (no transformation
this.updateProjectionMatrix();
this.loadIdentity();
// Apply transformations corresponding to the camera position relative to the origin
this.applyViewMatrix();
this.pushMatrix();
for (var i = 0; i < this.lights.length; i++) {
this.lights[i].update();
if (this.lights[i].light_id != undefined)
this.lights[i].setVisible(true);
}
if (this.sceneInited) {
// Draw axis
this.axis.display();
this.defaultAppearance.apply();
// Displays the scene (MySceneGraph function).
this.graph.displayScene();
}
else {
// Show some "loading" visuals
this.defaultAppearance.apply();
this.rotate(-this.loadingProgress/10.0,0,0,1);
this.loadingProgressObject.display();
this.loadingProgress++;
}
this.popMatrix();
// ---- END Background, camera and axis setup
}
}