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| 1 | +<!DOCTYPE html> |
| 2 | +<html> |
| 3 | +<head> |
| 4 | + <title>PlayCanvas Mesh Decals</title> |
| 5 | + <meta charset="utf-8"> |
| 6 | + <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> |
| 7 | + <link rel="icon" type="image/png" href="../playcanvas-favicon.png" /> |
| 8 | + <script src="../../build/output/playcanvas.js"></script> |
| 9 | + <style> |
| 10 | + body { |
| 11 | + margin: 0; |
| 12 | + overflow-y: hidden; |
| 13 | + } |
| 14 | + </style> |
| 15 | +</head> |
| 16 | + |
| 17 | +<body> |
| 18 | + <!-- The canvas element --> |
| 19 | + <canvas id="application-canvas"></canvas> |
| 20 | + |
| 21 | + <!-- The script --> |
| 22 | + <script> |
| 23 | + var canvas = document.getElementById("application-canvas"); |
| 24 | + |
| 25 | + // Create the application |
| 26 | + var app = new pc.Application(canvas); |
| 27 | + |
| 28 | + // Set the canvas to fill the window and automatically change resolution to be the same as the canvas size |
| 29 | + app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW); |
| 30 | + app.setCanvasResolution(pc.RESOLUTION_AUTO); |
| 31 | + |
| 32 | + window.addEventListener("resize", function () { |
| 33 | + app.resizeCanvas(canvas.width, canvas.height); |
| 34 | + }); |
| 35 | + |
| 36 | + app.scene.ambientLight = new pc.Color(0.2, 0.2, 0.2); |
| 37 | + |
| 38 | + // create plane primitive |
| 39 | + var primitive = new pc.Entity(); |
| 40 | + primitive.addComponent('model', { |
| 41 | + type: "plane" |
| 42 | + }); |
| 43 | + |
| 44 | + // set position and scale and add it to scene |
| 45 | + primitive.setLocalScale(new pc.Vec3(20, 20, 20)); |
| 46 | + primitive.setLocalPosition(new pc.Vec3(0, -0.01, 0)); |
| 47 | + app.root.addChild(primitive); |
| 48 | + |
| 49 | + // Create an Entity with a point light component |
| 50 | + var light = new pc.Entity(); |
| 51 | + light.addComponent("light", { |
| 52 | + type: "point", |
| 53 | + color: new pc.Color(0.2, 0.2, 0.2), |
| 54 | + range: 30, |
| 55 | + castShadows : true |
| 56 | + }); |
| 57 | + light.translate(0, 8, 0); |
| 58 | + app.root.addChild(light); |
| 59 | + |
| 60 | + // Create an Entity with a camera component |
| 61 | + var camera = new pc.Entity(); |
| 62 | + camera.addComponent("camera", { |
| 63 | + clearColor: new pc.Color(0.2, 0.2, 0.2) |
| 64 | + }); |
| 65 | + |
| 66 | + // Add the camera to the hierarchy |
| 67 | + app.root.addChild(camera); |
| 68 | + |
| 69 | + // Position the camera |
| 70 | + camera.translate(0, 10, 20); |
| 71 | + camera.lookAt(pc.Vec3.ZERO); |
| 72 | + |
| 73 | + // Create bounding call model and add it to hierarchy |
| 74 | + this.ball = new pc.Entity(); |
| 75 | + this.ball.addComponent("model", { |
| 76 | + type: "sphere", |
| 77 | + }); |
| 78 | + app.root.addChild(this.ball); |
| 79 | + |
| 80 | + // Allocate space for decals. Each decal is a quad with 4 verticies |
| 81 | + this.numDecals = 500; |
| 82 | + var numDecalVertices = 4 * this.numDecals; |
| 83 | + |
| 84 | + // Allocate storage for vertex positions, vertex stores x, y and z |
| 85 | + this.positions = new Float32Array(3 * numDecalVertices); |
| 86 | + |
| 87 | + // Allocate storage for colors, each vertex stores r, g, b and a |
| 88 | + this.colors = new Uint8ClampedArray(4 * numDecalVertices); |
| 89 | + |
| 90 | + // Allocate storage for uvs, each vertex stores u and v. And fill them up to display whole texture |
| 91 | + this.uvs = []; |
| 92 | + var i; |
| 93 | + for (i = 0; i < this.numDecals; i++) |
| 94 | + uvs.push(0, 0, 0, 1, 1, 1, 1, 0); |
| 95 | + |
| 96 | + // Allocate and generate indices. Each quad is representing using 2 triangles, and uses 4 vertices |
| 97 | + var quadTriangles = [0, 1, 2, 2, 3, 0]; |
| 98 | + this.indices = new Uint16Array(6 * this.numDecals); |
| 99 | + for (i = 0; i < this.numDecals; i++) { |
| 100 | + this.indices[6 * i + 0] = 4 * i + quadTriangles[0]; |
| 101 | + this.indices[6 * i + 1] = 4 * i + quadTriangles[1]; |
| 102 | + this.indices[6 * i + 2] = 4 * i + quadTriangles[2]; |
| 103 | + this.indices[6 * i + 3] = 4 * i + quadTriangles[3]; |
| 104 | + this.indices[6 * i + 4] = 4 * i + quadTriangles[4]; |
| 105 | + this.indices[6 * i + 5] = 4 * i + quadTriangles[5]; |
| 106 | + } |
| 107 | + |
| 108 | + // Helper function to generate a decal with index i at position pos. It fills up information for all 4 vertices of a quad |
| 109 | + function createDecal(i, pos) { |
| 110 | + |
| 111 | + // random size and rotation angle |
| 112 | + var size = 0.5 + Math.random(); |
| 113 | + var angle = Math.random() * Math.PI; |
| 114 | + |
| 115 | + // random color |
| 116 | + var r = Math.random() * 255; |
| 117 | + var g = Math.random() * 255; |
| 118 | + var b = Math.random() * 255; |
| 119 | + |
| 120 | + var j; |
| 121 | + for (j = 0; j < 4; j++) { |
| 122 | + this.colors[i * 16 + j * 4 + 0] = r; |
| 123 | + this.colors[i * 16 + j * 4 + 1] = g; |
| 124 | + this.colors[i * 16 + j * 4 + 2] = b; |
| 125 | + this.colors[i * 16 + j * 4 + 3] = 0; // alpha is not used by shader |
| 126 | + } |
| 127 | + |
| 128 | + // vertex positions to form a square quad with random rotation and size |
| 129 | + this.positions[12 * i + 0] = pos.x + size * Math.sin(angle); this.positions[12 * i + 1] = 0; this.positions[12 * i + 2] = pos.z + size * Math.cos(angle); angle += Math.PI * 0.5; |
| 130 | + this.positions[12 * i + 3] = pos.x + size * Math.sin(angle); this.positions[12 * i + 4] = 0; this.positions[12 * i + 5] = pos.z + size * Math.cos(angle); angle += Math.PI * 0.5; |
| 131 | + this.positions[12 * i + 6] = pos.x + size * Math.sin(angle); this.positions[12 * i + 7] = 0; this.positions[12 * i + 8] = pos.z + size * Math.cos(angle); angle += Math.PI * 0.5; |
| 132 | + this.positions[12 * i + 9] = pos.x + size * Math.sin(angle); this.positions[12 * i + 10] = 0; this.positions[12 * i + 11] = pos.z + size * Math.cos(angle); angle += Math.PI * 0.5; |
| 133 | + } |
| 134 | + |
| 135 | + // helper function to update required vertex streams |
| 136 | + function updateMesh(mesh, updatePositions, updateColors, initAll) { |
| 137 | + |
| 138 | + // update positions when needed |
| 139 | + if (updatePositions) |
| 140 | + self.mesh.setPositions(self.positions); |
| 141 | + |
| 142 | + // update colors when needed |
| 143 | + if (updateColors) |
| 144 | + self.mesh.setColors32(self.colors); |
| 145 | + |
| 146 | + // update indices and uvs only one time, as they never change |
| 147 | + if (initAll) { |
| 148 | + mesh.setIndices(self.indices); |
| 149 | + mesh.setUvs(0, self.uvs); |
| 150 | + } |
| 151 | + |
| 152 | + mesh.update(pc.PRIMITIVE_TRIANGLES); |
| 153 | + } |
| 154 | + |
| 155 | + // Create a mesh with dynamic vertex buffer and static index buffer |
| 156 | + this.mesh = new pc.Mesh(app.graphicsDevice); |
| 157 | + this.mesh.clear(true, false); |
| 158 | + updateMesh(this.mesh, true, true, true); |
| 159 | + |
| 160 | + // create material |
| 161 | + this.material = new pc.StandardMaterial(); |
| 162 | + this.material.useLighting = false; // turn off lighting - we use emissive texture only. Also, lighting needs normal maps which we don't generate |
| 163 | + this.material.diffuse = new pc.Color(0, 0, 0); |
| 164 | + this.material.emissiveVertexColor = true; |
| 165 | + this.material.blendType = pc.BLEND_ADDITIVE; // additive alpha blend |
| 166 | + this.material.depthWrite = false; // optimization - no need to write to depth buffer, as decals are part of the ground plane |
| 167 | + |
| 168 | + // Create the mesh instance |
| 169 | + var node = new pc.GraphNode(); |
| 170 | + var meshInstance = new pc.MeshInstance(node, this.mesh, this.material); |
| 171 | + |
| 172 | + // Create a model and add the mesh instance to it |
| 173 | + var model = new pc.Model(); |
| 174 | + model.graph = node; |
| 175 | + model.meshInstances = [ meshInstance ]; |
| 176 | + |
| 177 | + // Create Entity and add it to the scene |
| 178 | + this.entity = new pc.Entity(); |
| 179 | + app.root.addChild(this.entity); |
| 180 | + |
| 181 | + // Add a model compoonent |
| 182 | + app.systems.model.addComponent(this.entity, { |
| 183 | + type: 'asset', |
| 184 | + castShadows: false |
| 185 | + }); |
| 186 | + this.entity.model.model = model; |
| 187 | + |
| 188 | + // load a texture, create material and apply it to our MeshInstance |
| 189 | + app.assets.loadFromUrl("../assets/textures/spark.png", "texture", function (err, asset) { |
| 190 | + // update material with texture |
| 191 | + this.entity.model.meshInstances[0].material.emissiveMap = asset.resource; |
| 192 | + this.entity.model.meshInstances[0].material.update(); |
| 193 | + |
| 194 | + // start app here when all is ready |
| 195 | + app.start(); |
| 196 | + }); |
| 197 | + |
| 198 | + |
| 199 | + // Set an update function on the app's update event |
| 200 | + var self = this; |
| 201 | + var time = 0; |
| 202 | + var decalIndex = 0; |
| 203 | + app.on("update", function (dt) { |
| 204 | + |
| 205 | + var previousTime = time; |
| 206 | + time += dt; |
| 207 | + |
| 208 | + // Bounce the ball around in a circle with changing radius |
| 209 | + var radius = Math.abs(Math.sin(time * 0.55) * 9); |
| 210 | + var previousElevation = 2 * Math.cos(previousTime * 7); |
| 211 | + var elevation = 2 * Math.cos(time * 7); |
| 212 | + self.ball.setLocalPosition(new pc.Vec3(radius * Math.sin(time), 0.5 + Math.abs(elevation), radius * Math.cos(time))); |
| 213 | + |
| 214 | + // When ball crossed the ground plane |
| 215 | + var positionsUpdated = false; |
| 216 | + var colorsUpdated = false; |
| 217 | + if ((previousElevation < 0 && elevation >= 0) || (elevation < 0 && previousElevation >= 0)) { |
| 218 | + |
| 219 | + // create new decal at next index, and roll the index around if out of range |
| 220 | + createDecal(decalIndex, self.ball.getLocalPosition()); |
| 221 | + decalIndex++; |
| 222 | + if (decalIndex >= self.numDecals) |
| 223 | + decalIndex = 0; |
| 224 | + |
| 225 | + // both position and color streams were updated |
| 226 | + positionsUpdated = true; |
| 227 | + colorsUpdated = true; |
| 228 | + } |
| 229 | + |
| 230 | + // fade out all vertex colors once a second |
| 231 | + if (Math.round(time) != Math.round(previousTime)) { |
| 232 | + for (i = 0; i < self.colors.length; i++) |
| 233 | + self.colors[i] -= 2; |
| 234 | + |
| 235 | + // colors were updated |
| 236 | + colorsUpdated = true; |
| 237 | + } |
| 238 | + |
| 239 | + // update mesh with the streams that were updated |
| 240 | + updateMesh(self.mesh, positionsUpdated, colorsUpdated); |
| 241 | + }); |
| 242 | + |
| 243 | + </script> |
| 244 | +</body> |
| 245 | +</html> |
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