///
///
var Test = (function () {
function Test(canvasId) {
var _this = this;
var canvas = document.getElementById(canvasId);
this.engine = new BABYLON.Engine(canvas, true);
BABYLONDEVTOOLS.Loader.debugShortcut(this.engine);
this.scene = null;
window.addEventListener("resize", function () {
_this.engine.resize();
});
this._run();
}
Test.prototype._run = function () {
var _this = this;
this._initScene();
this.scene.debugLayer.show();
this.scene.executeWhenReady(function () {
_this._initGame();
_this.engine.runRenderLoop(function () {
_this.scene.render();
});
});
};
Test.prototype._initScene = function () {
var scene = new BABYLON.Scene(this.engine);
var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 4, Math.PI / 2.5, 200, BABYLON.Vector3.Zero(), scene);
camera.attachControl(this.engine.getRenderingCanvas(), true);
camera.minZ = 0.1;
// Lights
var light0 = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(0, 10, 0), scene);
var light1 = new BABYLON.PointLight("Omni1", new BABYLON.Vector3(0, -10, 0), scene);
var light2 = new BABYLON.PointLight("Omni2", new BABYLON.Vector3(10, 0, 0), scene);
var light3 = new BABYLON.DirectionalLight("Dir0", new BABYLON.Vector3(1, -1, 0), scene);
var material = new BABYLON.StandardMaterial("kosh", scene);
var sphere = BABYLON.Mesh.CreateSphere("Sphere", 16, 3, scene);
// Creating light sphere
var lightSphere0 = BABYLON.Mesh.CreateSphere("Sphere0", 16, 0.5, scene);
var lightSphere1 = BABYLON.Mesh.CreateSphere("Sphere1", 16, 0.5, scene);
var lightSphere2 = BABYLON.Mesh.CreateSphere("Sphere2", 16, 0.5, scene);
lightSphere0.material = new BABYLON.StandardMaterial("red", scene);
lightSphere0.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere0.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere0.material.emissiveColor = new BABYLON.Color3(1, 0, 0);
lightSphere1.material = new BABYLON.StandardMaterial("green", scene);
lightSphere1.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere1.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere1.material.emissiveColor = new BABYLON.Color3(0, 1, 0);
lightSphere2.material = new BABYLON.StandardMaterial("blue", scene);
lightSphere2.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere2.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere2.material.emissiveColor = new BABYLON.Color3(0, 0, 1);
// Sphere material
material.diffuseColor = new BABYLON.Color3(1, 1, 1);
sphere.material = material;
// Lights colors
light0.diffuse = new BABYLON.Color3(1, 0, 0);
light0.specular = new BABYLON.Color3(1, 0, 0);
light1.diffuse = new BABYLON.Color3(0, 1, 0);
light1.specular = new BABYLON.Color3(0, 1, 0);
light2.diffuse = new BABYLON.Color3(0, 0, 1);
light2.specular = new BABYLON.Color3(0, 0, 1);
light3.diffuse = new BABYLON.Color3(1, 1, 1);
light3.specular = new BABYLON.Color3(1, 1, 1);
BABYLON.Effect.ShadersStore["customVertexShader"] = 'precision highp float;attribute vec3 position;attribute vec2 uv;uniform mat4 worldViewProjection;varying vec2 vUV;varying vec3 vPos;void main(){gl_Position=worldViewProjection*vec4(position,1.),vPos=gl_Position.xyz;if(position.x >2.0) {gl_Position.x = 2.0;} else { gl_Position.y = 1.0;}}';
BABYLON.Effect.ShadersStore["customFragmentShader"] = 'precision highp float;varying vec3 vPos;uniform vec3 color;void main(){gl_FragColor=vec4(mix(color,vPos,.05),1.);}';
var shaderMaterial = new BABYLON.ShaderMaterial("shader", scene, {
vertex: "custom",
fragment: "custom",
}, {
attributes: ["position", "normal", "uv"],
uniforms: ["world", "worldView", "worldViewProjection", "view", "projection"]
});
sphere.material = shaderMaterial;
// Animations
var alpha = 0;
scene.beforeRender = function () {
light0.position = new BABYLON.Vector3(10 * Math.sin(alpha), 0, 10 * Math.cos(alpha));
light1.position = new BABYLON.Vector3(10 * Math.sin(alpha), 0, -10 * Math.cos(alpha));
light2.position = new BABYLON.Vector3(10 * Math.cos(alpha), 0, 10 * Math.sin(alpha));
lightSphere0.position = light0.position;
lightSphere1.position = light1.position;
lightSphere2.position = light2.position;
alpha += 0.01;
};
this.scene = scene;
};
Test.prototype._initGame = function () {
this._createCanvas();
};
/**
* Create the canvas2D
*/
Test.prototype._createCanvas = function () {
// object hierarchy g1 -> g2 -> rect
// when cachingStrategy is 1 or 2 - everything is rendered
// when it is 3 - only direct children of g1 are rendered
var canvas = new BABYLON.ScreenSpaceCanvas2D(this.scene,
{ id: "ScreenCanvas",
cachingStrategy: BABYLON.Canvas2D.CACHESTRATEGY_DONTCACHE }); // 1
// cachingStrategy: BABYLON.Canvas2D.CACHESTRATEGY_TOPLEVELGROUPS }); // 2
// cachingStrategy: BABYLON.Canvas2D.CACHESTRATEGY_ALLGROUPS }); // 3
canvas.createCanvasProfileInfoCanvas();
// parent group
var g1 = new BABYLON.Group2D({parent: canvas, id: "G1",
x: 50, y: 50, size: new BABYLON.Size(60, 60)});
// just to see it
let frame1 = new BABYLON.Rectangle2D({parent: g1,
x : 0, y: 0, size: g1.size, border: "#FF0000FF" });
// child group
let g2 = new BABYLON.Group2D({parent: g1, id: "G2",
x: 10, y: 10, size: new BABYLON.Size(40, 40)});
// just to see it
let frame2 = new BABYLON.Rectangle2D({parent: g2, x : 0, y: 0, size: g2.size, border: "#0000FFFF" });
let rect = new BABYLON.Rectangle2D({parent: g2, x : 10, y: 10, size: new BABYLON.Size(20, 20),
fill: "#00FF00FF" }) ;
return canvas;
};
return Test;
}());