diff options
Diffstat (limited to 'js/helper-classes/RDGE/GLWorld.js')
-rw-r--r-- | js/helper-classes/RDGE/GLWorld.js | 221 |
1 files changed, 196 insertions, 25 deletions
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js index 59f0bda0..afd61c8a 100644 --- a/js/helper-classes/RDGE/GLWorld.js +++ b/js/helper-classes/RDGE/GLWorld.js | |||
@@ -14,6 +14,7 @@ var fragmentShaderSource = ""; | |||
14 | var rdgeStarted = false; | 14 | var rdgeStarted = false; |
15 | 15 | ||
16 | var nodeCounter = 0; | 16 | var nodeCounter = 0; |
17 | var worldCounter = 0; | ||
17 | 18 | ||
18 | 19 | ||
19 | /////////////////////////////////////////////////////////////////////// | 20 | /////////////////////////////////////////////////////////////////////// |
@@ -65,6 +66,14 @@ function GLWorld( canvas, use3D ) | |||
65 | 66 | ||
66 | this._camera; | 67 | this._camera; |
67 | 68 | ||
69 | // keep a flag indicating whether a render has been completed. | ||
70 | // this allows us to turn off automatic updating if there are | ||
71 | // no animated materials | ||
72 | this._firstRender = true; | ||
73 | |||
74 | this._worldCount = worldCounter; | ||
75 | worldCounter++; | ||
76 | |||
68 | /////////////////////////////////////////////////////////////////////// | 77 | /////////////////////////////////////////////////////////////////////// |
69 | // Property accessors | 78 | // Property accessors |
70 | /////////////////////////////////////////////////////////////////////// | 79 | /////////////////////////////////////////////////////////////////////// |
@@ -103,6 +112,8 @@ function GLWorld( canvas, use3D ) | |||
103 | 112 | ||
104 | this.isWebGL = function() { return this._useWebGL; } | 113 | this.isWebGL = function() { return this._useWebGL; } |
105 | 114 | ||
115 | this.getRenderer = function() { return this.renderer; } | ||
116 | |||
106 | //////////////////////////////////////////////////////////////////////////////////// | 117 | //////////////////////////////////////////////////////////////////////////////////// |
107 | // RDGE | 118 | // RDGE |
108 | // local variables | 119 | // local variables |
@@ -114,6 +125,10 @@ function GLWorld( canvas, use3D ) | |||
114 | this.strokeShader = null; | 125 | this.strokeShader = null; |
115 | this.renderer = null; | 126 | this.renderer = null; |
116 | 127 | ||
128 | // keep an array of texture maps that need to be loaded | ||
129 | this._texMapsToLoad = []; | ||
130 | this._allMapsLoaded = true; | ||
131 | |||
117 | // this is the node to which objects get hung | 132 | // this is the node to which objects get hung |
118 | this._rootNode; | 133 | this._rootNode; |
119 | 134 | ||
@@ -215,17 +230,153 @@ function GLWorld( canvas, use3D ) | |||
215 | if (this._useWebGL) | 230 | if (this._useWebGL) |
216 | { | 231 | { |
217 | var ctx = g_Engine.getContext(); | 232 | var ctx = g_Engine.getContext(); |
218 | //console.log( "RDGE state: " + ctx.ctxStateManager.currentState().name); | 233 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle); |
219 | 234 | if (ctx1 != ctx) console.log( "***** different contexts (2) *****" ); | |
235 | var aRenderer = ctx1.renderer; | ||
220 | var renderer = ctx.renderer; | 236 | var renderer = ctx.renderer; |
221 | renderer.disableCulling(); | 237 | if (renderer != aRenderer) console.log( "***** DIFFERENT RENDERERS *****" ); |
222 | this.myScene.render(); | 238 | |
239 | if (renderer.unloadedTextureCount <= 0) | ||
240 | { | ||
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 | } | ||
223 | } | 263 | } |
224 | else | 264 | else |
225 | { | 265 | { |
226 | this.render(); | 266 | this.render(); |
227 | } | 267 | } |
228 | } | 268 | } |
269 | |||
270 | this.onRunState = function() | ||
271 | { | ||
272 | console.log( "GLWorld.onRunState" ); | ||
273 | this.restartRenderLoop(); | ||
274 | } | ||
275 | |||
276 | this.onLoadState = function() | ||
277 | { | ||
278 | console.log( "GLWorld.onLoadState" ); | ||
279 | } | ||
280 | |||
281 | this.textureToLoad = function( texture ) | ||
282 | { | ||
283 | if (!texture.previouslyReferenced) | ||
284 | { | ||
285 | var name = texture.lookUpName; | ||
286 | texture._world = this; | ||
287 | texture.callback = this.textureMapLoaded; | ||
288 | this._texMapsToLoad[name] = true; | ||
289 | this._allMapsLoaded = false; | ||
290 | |||
291 | // stop the draw loop until all textures have been loaded | ||
292 | this._canvas.task.stop(); | ||
293 | } | ||
294 | } | ||
295 | |||
296 | this.textureMapLoaded = function( texture ) | ||
297 | { | ||
298 | var world = texture._world; | ||
299 | if (!world) | ||
300 | { | ||
301 | console.log( "**** loaded texture does not have world defined ****" ); | ||
302 | return; | ||
303 | } | ||
304 | |||
305 | var name = texture.lookUpName; | ||
306 | if (!world._texMapsToLoad[name]) | ||
307 | { | ||
308 | console.log( "loaded an unregistered texture map: " + name ); | ||
309 | } | ||
310 | else | ||
311 | { | ||
312 | //console.log( "loaded a registered texture map: " + name ); | ||
313 | world._texMapsToLoad[name] = undefined; | ||
314 | } | ||
315 | |||
316 | // check if all the texture maps are loaded. if so, resume the render loop | ||
317 | world._allMapsLoaded = world.allTextureMapsLoaded(); | ||
318 | if (world._allMapsLoaded) | ||
319 | world._canvas.task.start(); | ||
320 | } | ||
321 | |||
322 | this.allTextureMapsLoaded = function() | ||
323 | { | ||
324 | for (var name in this._texMapsToLoad) | ||
325 | { | ||
326 | var needsLoad = this._texMapsToLoad[name]; | ||
327 | if (needsLoad) return false; | ||
328 | } | ||
329 | |||
330 | return true; | ||
331 | } | ||
332 | |||
333 | this.textureLoadedCallback = function( name ) | ||
334 | { | ||
335 | console.log( "*** material texture loaded: " + name ); | ||
336 | |||
337 | var world = this._world; | ||
338 | if (!world) | ||
339 | console.log( "**** world not defined for loaded texture map: " + name ); | ||
340 | else | ||
341 | world.textureMapLoaded( name ); | ||
342 | } | ||
343 | |||
344 | this.hasAnimatedMaterials = function() | ||
345 | { | ||
346 | var root = this.getGeomRoot(); | ||
347 | var rtnVal = false; | ||
348 | if (root) | ||
349 | rtnVal = this.hHasAnimatedMaterials( root ); | ||
350 | |||
351 | return rtnVal; | ||
352 | } | ||
353 | |||
354 | this.hHasAnimatedMaterials = function( obj ) | ||
355 | { | ||
356 | if (obj) | ||
357 | { | ||
358 | if (obj.getFillMaterial()) | ||
359 | { | ||
360 | if (obj.getFillMaterial().isAnimated()) return true; | ||
361 | } | ||
362 | |||
363 | if (obj.getStrokeMaterial()) | ||
364 | { | ||
365 | if (obj.getStrokeMaterial().isAnimated()) return true; | ||
366 | } | ||
367 | |||
368 | |||
369 | // do the sibling | ||
370 | var hasAnim = false; | ||
371 | if (obj.getNext()) hasAnim = this.hHasAnimatedMaterials( obj.getNext() ); | ||
372 | if (hasAnim) return true; | ||
373 | if (obj.getChild()) hasAnim = this.hHasAnimatedMaterials( obj.getChild() ); | ||
374 | if (hasAnim) return true; | ||
375 | } | ||
376 | |||
377 | return false; | ||
378 | } | ||
379 | |||
229 | 380 | ||
230 | // END RDGE | 381 | // END RDGE |
231 | //////////////////////////////////////////////////////////////////////////////////// | 382 | //////////////////////////////////////////////////////////////////////////////////// |
@@ -233,23 +384,19 @@ function GLWorld( canvas, use3D ) | |||
233 | 384 | ||
234 | // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state | 385 | // 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 | 386 | // in the case of a procedurally built scene an init state is not needed for loading data |
236 | //if (this._useWebGL) | 387 | if (this._useWebGL) |
237 | { | 388 | { |
238 | if (this._useWebGL) | 389 | rdgeStarted = true; |
239 | { | ||
240 | rdgeStarted = true; | ||
241 | 390 | ||
242 | // TODO - temporary fix for RDGE id's |