diff options
author | Valerio Virgillito | 2012-02-09 13:41:45 -0800 |
---|---|---|
committer | Valerio Virgillito | 2012-02-09 13:41:45 -0800 |
commit | f5193cd04a2597051d88fced878efbc4802ea64c (patch) | |
tree | dc343dc98fa9f99133d9882bd9b92cfe81296d1a /js/helper-classes/RDGE/GLWorld.js | |
parent | e2539230b8a297fa972af6d53fe9de3ef2ad43fa (diff) | |
parent | 666ae3e9119410cbf7fa974274d95336aaff091c (diff) | |
download | ninja-f5193cd04a2597051d88fced878efbc4802ea64c.tar.gz |
Merge branch 'refs/heads/master' into components
Diffstat (limited to 'js/helper-classes/RDGE/GLWorld.js')
-rw-r--r-- | js/helper-classes/RDGE/GLWorld.js | 229 |
1 files changed, 200 insertions, 29 deletions
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js index 59f0bda0..b86d9715 100644 --- a/js/helper-classes/RDGE/GLWorld.js +++ b/js/helper-classes/RDGE/GLWorld.js | |||
@@ -65,6 +65,11 @@ function GLWorld( canvas, use3D ) | |||
65 | 65 | ||
66 | this._camera; | 66 | this._camera; |
67 | 67 | ||
68 | // keep a flag indicating whether a render has been completed. | ||
69 | // this allows us to turn off automatic updating if there are | ||
70 | // no animated materials | ||
71 | this._firstRender = true; | ||
72 | |||
68 | /////////////////////////////////////////////////////////////////////// | 73 | /////////////////////////////////////////////////////////////////////// |
69 | // Property accessors | 74 | // Property accessors |
70 | /////////////////////////////////////////////////////////////////////// | 75 | /////////////////////////////////////////////////////////////////////// |
@@ -103,6 +108,8 @@ function GLWorld( canvas, use3D ) | |||
103 | 108 | ||
104 | this.isWebGL = function() { return this._useWebGL; } | 109 | this.isWebGL = function() { return this._useWebGL; } |
105 | 110 | ||
111 | this.getRenderer = function() { return this.renderer; } | ||
112 | |||
106 | //////////////////////////////////////////////////////////////////////////////////// | 113 | //////////////////////////////////////////////////////////////////////////////////// |
107 | // RDGE | 114 | // RDGE |
108 | // local variables | 115 | // local variables |
@@ -114,6 +121,10 @@ function GLWorld( canvas, use3D ) | |||
114 | this.strokeShader = null; | 121 | this.strokeShader = null; |
115 | this.renderer = null; | 122 | this.renderer = null; |
116 | 123 | ||
124 | // keep an array of texture maps that need to be loaded | ||
125 | this._texMapsToLoad = []; | ||
126 | this._allMapsLoaded = true; | ||
127 | |||
117 | // this is the node to which objects get hung | 128 | // this is the node to which objects get hung |
118 | this._rootNode; | 129 | this._rootNode; |
119 | 130 | ||
@@ -214,18 +225,159 @@ function GLWorld( canvas, use3D ) | |||
214 | { | 225 | { |
215 | if (this._useWebGL) | 226 | if (this._useWebGL) |
216 | { | 227 | { |
217 | var ctx = g_Engine.getContext(); | 228 | if (this._allMapsLoaded) |
218 | //console.log( "RDGE state: " + ctx.ctxStateManager.currentState().name); | 229 | { |
219 | 230 | var ctx = g_Engine.getContext(); | |
220 | var renderer = ctx.renderer; | 231 | //console.log( "RDGE state: " + ctx.ctxStateManager.currentState().name); |
221 | renderer.disableCulling(); | 232 | |
222 | this.myScene.render(); | 233 | ///////////////////////////// |
234 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle); | ||
235 | if (ctx1 != ctx) console.log( "***** different contexts (2) *****" ); | ||
236 | var aRenderer = ctx1.renderer; | ||
237 | ////////////////////////////////////////// | ||
238 | |||
239 | var renderer = ctx.renderer; | ||
240 | if (renderer != aRenderer) console.log( "***** DIFFERENT RENDERERS *****" ); | ||
241 | renderer.disableCulling(); | ||
242 | this.myScene.render(); | ||
243 | //console.log( "render" ); | ||
244 | |||
245 | if (this._firstRender) | ||
246 | { | ||
247 | this._firstRender = false; | ||
248 | |||
249 | if (!this.hasAnimatedMaterials()) | ||
250 | { | ||
251 | //this.myScene.render(); | ||
252 | //this._canvas.task.stop(); | ||
253 | this._renderCount = 10; | ||
254 | } | ||
255 | } | ||
256 | else if (this._renderCount >= 0) | ||
257 | { | ||
258 | this._renderCount--; | ||
259 | if (this._renderCount <= 0) | ||
260 | this._canvas.task.stop(); | ||
261 | } | ||
262 | |||
263 | } | ||
223 | } | 264 | } |
224 | else | 265 | else |
225 | { | 266 | { |
226 | this.render(); | 267 | this.render(); |
227 | } | 268 | } |
228 | } | 269 | } |
270 | |||
271 | this.onRunState = function() | ||
272 | { | ||
273 | console.log( "GLWorld.onRunState" ); | ||
274 | this.restartRenderLoop(); | ||
275 | } | ||
276 | |||
277 | this.onLoadState = function() | ||
278 | { | ||
279 | console.log( "GLWorld.onLoadState" ); | ||
280 | } | ||
281 | |||
282 | this.textureToLoad = function( texture ) | ||
283 | { | ||
284 | if (!texture.previouslyReferenced) | ||
285 | { | ||
286 | var name = texture.lookUpName; | ||
287 | texture._world = this; | ||
288 | texture.callback = this.textureMapLoaded; | ||
289 | this._texMapsToLoad[name] = true; | ||
290 | this._allMapsLoaded = false; | ||
291 | |||
292 | // stop the draw loop until all textures have been loaded | ||
293 | this._canvas.task.stop(); | ||
294 | } | ||
295 | } | ||
296 | |||
297 | this.textureMapLoaded = function( texture ) | ||
298 | { | ||
299 | var world = texture._world; | ||
300 | if (!world) | ||
301 | { | ||
302 | console.log( "**** loaded texture does not have world defined ****" ); | ||
303 | return; | ||
304 | } | ||
305 | |||
306 | var name = texture.lookUpName; | ||
307 | if (!world._texMapsToLoad[name]) | ||
308 | { | ||
309 | console.log( "loaded an unregistered texture map: " + name ); | ||
310 | } | ||
311 | else | ||
312 | { | ||
313 | //console.log( "loaded a registered texture map: " + name ); | ||
314 | world._texMapsToLoad[name] = undefined; | ||
315 | } | ||
316 | |||
317 | // check if all the texture maps are loaded. if so, resume the render loop | ||
318 | world._allMapsLoaded = world.allTextureMapsLoaded(); | ||
319 | if (world._allMapsLoaded) | ||
320 | world._canvas.task.start(); | ||
321 | } | ||
322 | |||
323 | this.allTextureMapsLoaded = function() | ||
324 | { | ||
325 | for (var name in this._texMapsToLoad) | ||
326 | { | ||
327 | var needsLoad = this._texMapsToLoad[name]; | ||
328 | if (needsLoad) return false; | ||
329 | } | ||
330 | |||
331 | return true; | ||
332 | } | ||
333 | |||
334 | this.textureLoadedCallback = function( name ) | ||
335 | { | ||
336 | console.log( "*** material texture loaded: " + name ); | ||
337 | |||
338 | var world = this._world; | ||
339 | if (!world) | ||
340 | console.log( "**** world not defined for loaded texture map: " + name ); | ||
341 | else | ||
342 | world.textureMapLoaded( name ); | ||
343 | } | ||
344 | |||
345 | this.hasAnimatedMaterials = function() | ||
346 | { | ||
347 | var root = this.getGeomRoot(); | ||
348 | var rtnVal = false; | ||
349 | if (root) | ||
350 | rtnVal = this.hHasAnimatedMaterials( root ); | ||
351 | |||
352 | return rtnVal; | ||
353 | } | ||
354 | |||
355 | this.hHasAnimatedMaterials = function( obj ) | ||
356 | { | ||
357 | if (obj) | ||
358 | { | ||
359 | if (obj.getFillMaterial()) | ||
360 | { | ||
361 | if (obj.getFillMaterial().isAnimated()) return true; | ||
362 | } | ||
363 | |||
364 | if (obj.getStrokeMaterial()) | ||
365 | { | ||
366 | if (obj.getStrokeMaterial().isAnimated()) return true; | ||
367 | } | ||
368 | |||
369 | |||
370 | // do the sibling | ||
371 | var hasAnim = false; | ||
372 | if (obj.getNext()) hasAnim = this.hHasAnimatedMaterials( obj.getNext() ); | ||
373 | if (hasAnim) return true; | ||
374 | if (obj.getChild()) hasAnim = this.hHasAnimatedMaterials( obj.getChild() ); | ||
375 | if (hasAnim) return true; | ||
376 | } | ||
377 | |||
378 | return false; | ||
379 | } | ||
380 | |||
229 | 381 | ||
230 | // END RDGE | 382 | // END RDGE |
231 | //////////////////////////////////////////////////////////////////////////////////// | 383 | //////////////////////////////////////////////////////////////////////////////////// |
@@ -233,23 +385,18 @@ function GLWorld( canvas, use3D ) | |||
233 | 385 | ||
234 | // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state | 386 | // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state |
235 | // in the case of a procedurally built scene an init state is not needed for loading data | 387 | // in the case of a procedurally built scene an init state is not needed for loading data |
236 | //if (this._useWebGL) | 388 | if (this._useWebGL) |
237 | { | 389 | { |
238 | if (this._useWebGL) | 390 | rdgeStarted = true; |
239 | { | ||
240 | rdgeStarted = true; | ||
241 | 391 | ||
242 | // TODO - temporary fix for RDGE id's | 392 | // TODO - temporary fix for RDGE id's |