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diff --git a/js/helper-classes/RDGE/src/core/script/runtime.js b/js/helper-classes/RDGE/src/core/script/runtime.js
index 2660e26a..72b1818e 100755
--- a/js/helper-classes/RDGE/src/core/script/runtime.js
+++ b/js/helper-classes/RDGE/src/core/script/runtime.js
@@ -1,223 +1,224 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License. 4
5 5Redistribution and use in source and binary forms, with or without
6Redistribution and use in source and binary forms, with or without 6modification, are permitted provided that the following conditions are met:
7modification, are permitted provided that the following conditions are met: 7
8 8* Redistributions of source code must retain the above copyright notice,
9 - Redistributions of source code must retain the above copyright notice, 9 this list of conditions and the following disclaimer.
10 this list of conditions and the following disclaimer. 10
11 - Redistributions in binary form must reproduce the above copyright 11* Redistributions in binary form must reproduce the above copyright notice,
12 notice, this list of conditions and the following disclaimer in the 12 this list of conditions and the following disclaimer in the documentation
13 documentation and/or other materials provided with the distribution. 13 and/or other materials provided with the distribution.
14 - Neither the name of Motorola Mobility nor the names of its contributors 14
15 may be used to endorse or promote products derived from this software 15* Neither the name of Motorola Mobility LLC nor the names of its
16 without specific prior written permission. 16 contributors may be used to endorse or promote products derived from this
17 17 software without specific prior written permission.
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 18
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
25INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
26CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 26INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
27ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 27CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
28POSSIBILITY OF SUCH DAMAGE. 28ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
29</copyright> */ 29POSSIBILITY OF SUCH DAMAGE.
30 30</copyright> */
31// RDGE namespaces 31
32var RDGE = RDGE || {}; 32// RDGE namespaces
33RDGE.core = RDGE.core || {}; 33var RDGE = RDGE || {};
34RDGE.utilities = RDGE.utilities || {}; 34RDGE.core = RDGE.core || {};
35 35RDGE.utilities = RDGE.utilities || {};
36// runtime globals 36
37RDGE.globals = (function () { 37// runtime globals
38 return { 38RDGE.globals = (function () {
39 engine: new RDGE.Engine(), 39 return {
40 width: 0, 40 engine: new RDGE.Engine(),
41 height: 0, 41 width: 0,
42 cam: null, 42 height: 0,
43 shaderMan: null, 43 cam: null,
44 meshMan: null, 44 shaderMan: null,
45 poolList: [], 45 meshMan: null,
46 gl: null 46 poolList: [],
47 }; 47 gl: null
48})(); 48 };
49 49})();
50// new code is above 50
51/***************************************************************************************************************/ 51// new code is above
52 52/***************************************************************************************************************/
53/* 53
54 * RDGEState a RDGEstate is an interface that is defined by the user and called by the engine 54/*
55 */ 55 * RDGEState a RDGEstate is an interface that is defined by the user and called by the engine
56RDGE.core.RDGEState = function RDGEState() { }; 56 */
57RDGE.core.RDGEState.prototype.init = function () { }; 57RDGE.core.RDGEState = function RDGEState() { };
58RDGE.core.RDGEState.prototype.update = function () { }; 58RDGE.core.RDGEState.prototype.init = function () { };
59RDGE.core.RDGEState.prototype.draw = function () { }; 59RDGE.core.RDGEState.prototype.update = function () { };
60RDGE.core.RDGEState.prototype.resize = function () { }; 60RDGE.core.RDGEState.prototype.draw = function () { };
61RDGE.core.RDGEState.prototype.shutdown = function () { }; 61RDGE.core.RDGEState.prototype.resize = function () { };
62RDGE.core.RDGEState.prototype.onComplete = function () { }; 62RDGE.core.RDGEState.prototype.shutdown = function () { };
63 63RDGE.core.RDGEState.prototype.onComplete = function () { };
64/* 64
65 * Calling this makes sure the passed in run state has all the functions 65/*
66 * that are required, adding dummy functions where needed 66 * Calling this makes sure the passed in run state has all the functions
67 */ 67 * that are required, adding dummy functions where needed
68RDGE.utilities.validateUserState = function (userState) { 68 */
69 if (!userState.init) { 69RDGE.utilities.validateUserState = function (userState) {
70 userState.init = function () { }; 70 if (!userState.init) {
71 } 71 userState.init = function () { };
72 if (!userState.update) { 72 }
73 userState.update = function (dt) { 73 if (!userState.update) {
74 var currentScene = RDGE.globals.engine.getContext().currentScene; 74 userState.update = function (dt) {
75 currentScene = RDGE.globals.engine.getScene(currentScene); 75 var currentScene = RDGE.globals.engine.getContext().currentScene;
76 76 currentScene = RDGE.globals.engine.getScene(currentScene);
77 if (currentScene != null) 77
78 currentScene.update(dt); 78 if (currentScene != null)
79 } 79 currentScene.update(dt);
80 } 80 }
81 if (!userState.draw) { 81 }
82 userState.draw = function () { 82 if (!userState.draw) {
83 var currentScene = RDGE.globals.engine.getContext().currentScene; 83 userState.draw = function () {
84 currentScene = RDGE.globals.engine.getScene(currentScene); 84 var currentScene = RDGE.globals.engine.getContext().currentScene;
85 85 currentScene = RDGE.globals.engine.getScene(currentScene);
86 if (currentScene == null) 86
87 return; 87 if (currentScene == null)
88 88 return;
89 currentScene.render(); 89
90 } 90 currentScene.render();
91 } 91 }
92 if (!userState.resize) { 92 }
93 userState.resize = function () { }; 93 if (!userState.resize) {
94 } 94 userState.resize = function () { };
95 if (!userState.shutdown) { 95 }
96 userState.shutdown = function () { }; 96 if (!userState.shutdown) {
97 } 97 userState.shutdown = function () { };
98 if (!userState.onComplete) { 98 }
99 userState.onComplete = function () { }; 99 if (!userState.onComplete) {
100 } 100 userState.onComplete = function () { };
101}; 101 }
102 102};
103/* 103
104 * Used to start the RDGE engine, pass the initState and runState, both of which are RDGEState objects 104/*
105 * initState is used to asynchronously load scene data while allowing you to render and update if needed 105 * Used to start the RDGE engine, pass the initState and runState, both of which are RDGEState objects
106 * runState is used clear the execution path for regular rendering and updating once loading is complete 106 * initState is used to asynchronously load scene data while allowing you to render and update if needed
107 * @param initState - the initialization state, false if you don't want to use one 107 * runState is used clear the execution path for regular rendering and updating once loading is complete
108 * @param runState - the run state 108 * @param initState - the initialization state, false if you don't want to use one
109 */ 109 * @param runState - the run state
110RDGE.RDGEStart = function (canvasOrID) { 110 */
111 var canvas = canvasOrID; 111RDGE.RDGEStart = function (canvasOrID) {
112 112 var canvas = canvasOrID;
113 if (typeof (canvasOrID) === "string") 113
114 canvas = document.getElementById(canvasOrID); 114 if (typeof (canvasOrID) === "string")
115 115 canvas = document.getElementById(canvasOrID);
116 if (!canvas) 116
117 return; 117 if (!canvas)
118 118 return;
119 RDGE.globals.engine.registerCanvas(canvas); 119
120 120 RDGE.globals.engine.registerCanvas(canvas);
121 if (!canvas.task) 121
122 { 122 if (!canvas.task)
123 //canvas.task = new RDGE.RDGETask(canvas, true); 123 {
124 canvas.task = new RDGE.RDGETask(canvas, false); 124 //canvas.task = new RDGE.RDGETask(canvas, true);
125 } 125 canvas.task = new RDGE.RDGETask(canvas, false);
126 126 }
127 if (!RDGE.globals.shaderMan) 127
128 RDGE.globals.shaderMan = new RDGE.ShaderManager(); 128 if (!RDGE.globals.shaderMan)
129 129 RDGE.globals.shaderMan = new RDGE.ShaderManager();
130 if (!RDGE.globals.meshMan) 130
131 RDGE.globals.meshMan = new RDGE.MeshManager(); 131 if (!RDGE.globals.meshMan)
132 132 RDGE.globals.meshMan = new RDGE.MeshManager();
133 // start RDGE 133
134 if (!RDGE.globals.engine.initializeComplete) 134 // start RDGE
135 RDGE.globals.engine.init(); 135 if (!RDGE.globals.engine.initializeComplete)
136}; 136 RDGE.globals.engin