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-rwxr-xr-xjs/lib/drawing/world.js316
1 files changed, 254 insertions, 62 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js
index 945c9883..eb06e59d 100755
--- a/js/lib/drawing/world.js
+++ b/js/lib/drawing/world.js
@@ -29,13 +29,20 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
29 } 29 }
30 30
31 this._canvas = canvas; 31 this._canvas = canvas;
32 if (this._useWebGL) { 32 if (this._useWebGL)
33 if(preserveDrawingBuffer) { 33 {
34 preserveDrawingBuffer = true;
35 if(preserveDrawingBuffer)
36 {
34 this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); 37 this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true});
35 } else { 38 }
39 else
40 {
36 this._glContext = canvas.getContext("experimental-webgl"); 41 this._glContext = canvas.getContext("experimental-webgl");
37 } 42 }
38 } else { 43 }
44 else
45 {
39 this._2DContext = canvas.getContext( "2d" ); 46 this._2DContext = canvas.getContext( "2d" );
40 } 47 }
41 48
@@ -72,11 +79,15 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
72 this._firstRender = true; 79 this._firstRender = true;
73 80
74 this._worldCount = worldCounter; 81 this._worldCount = worldCounter;
82 console.log( "creating world " + this._worldCount );
75 worldCounter++; 83 worldCounter++;
76 84
77 // keep a counter for generating node names 85 // keep a counter for generating node names
78 this._nodeCounter = 0; 86 this._nodeCounter = 0;
79 87
88 // for sending notifications to listeners
89 this._notifier = new Notifier();
90
80 /////////////////////////////////////////////////////////////////////// 91 ///////////////////////////////////////////////////////////////////////
81 // Property accessors 92 // Property accessors
82 /////////////////////////////////////////////////////////////////////// 93 ///////////////////////////////////////////////////////////////////////
@@ -119,6 +130,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
119 130
120 // Flag to play/pause animation at authortime 131 // Flag to play/pause animation at authortime
121 this._previewAnimation = true; 132 this._previewAnimation = true;
133
122 //////////////////////////////////////////////////////////////////////////////////// 134 ////////////////////////////////////////////////////////////////////////////////////
123 // RDGE 135 // RDGE
124 // local variables 136 // local variables
@@ -143,7 +155,8 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
143 this.setCameraMat( camMat ); 155 this.setCameraMat( camMat );
144 156
145 // post-load processing of the scene 157 // post-load processing of the scene
146 this.init = function() { 158 this.init = function()
159 {
147 var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), 160 var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
148 ctx2 = RDGE.globals.engine.getContext(); 161 ctx2 = RDGE.globals.engine.getContext();
149 if (ctx1 != ctx2) console.log( "***** different contexts *****" ); 162 if (ctx1 != ctx2) console.log( "***** different contexts *****" );
@@ -201,13 +214,15 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
201 }; 214 };
202 215
203 // main code for handling user interaction and updating the scene 216 // main code for handling user interaction and updating the scene
204 this.update = function(dt) { 217 this.update = function(dt)
218 {
205 if (!dt) dt = 0.2; 219 if (!dt) dt = 0.2;
206 220
207 dt = 0.01; // use our own internal throttle 221 dt = 0.01; // use our own internal throttle
208 this.elapsed += dt; 222 this.elapsed += dt;
209 223
210 if (this._useWebGL) { 224 if (this._useWebGL)
225 {
211 // changed the global position uniform of light 0, another way to change behavior of a light 226 // changed the global position uniform of light 0, another way to change behavior of a light
212 RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); 227 RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]);
213 228
@@ -224,35 +239,48 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
224 }; 239 };
225 240
226 // defining the draw function to control how the scene is rendered 241 // defining the draw function to control how the scene is rendered
227 this.draw = function() { 242 this.draw = function()
228 if (this._useWebGL) { 243 {
244 if (this._useWebGL)
245 {
229 RDGE.globals.engine.setContext( this._canvas.rdgeid ); 246 RDGE.globals.engine.setContext( this._canvas.rdgeid );
230 var ctx = RDGE.globals.engine.getContext(); 247 var ctx = RDGE.globals.engine.getContext();
231 var renderer = ctx.renderer; 248 var renderer = ctx.renderer;
232 if (renderer.unloadedTextureCount <= 0) { 249 if (renderer.unloadedTextureCount <= 0)
250 {
233 renderer.disableCulling(); 251 renderer.disableCulling();
234 renderer._clear(); 252 renderer._clear();
235 this.myScene.render(); 253 this.myScene.render();
236 254
237 if (this._firstRender) { 255 if (this._firstRender)
238 if (this._canvas.task) { 256 {
257 this._notifier.sendNotification( this._notifier.FIRST_RENDER );
258 if (this._canvas.task)
259 {
239 this._firstRender = false; 260 this._firstRender = false;
240 261
241 if (!this.hasAnimatedMaterials() || !this._previewAnimation) { 262 if (!this.hasAnimatedMaterials() || !this._previewAnimation)
263 {
242 this._canvas.task.stop(); 264 this._canvas.task.stop();
243 //this._renderCount = 10; 265 //this._renderCount = 10;
244 } 266 }
245 } 267 }
246 } else if (this._renderCount >= 0) { 268 }
247 if (this._canvas.task) { 269 else if (this._renderCount >= 0)
270 {
271 if (this._canvas.task)
272 {
248 this._renderCount--; 273 this._renderCount--;
249 if (this._renderCount <= 0) { 274 if (this._renderCount <= 0)
275 {
250 this._canvas.task.stop(); 276 this._canvas.task.stop();
251 } 277 }
252 } 278 }
253 } 279 }
254 } 280 }
255 } else { 281 }
282 else
283 {
256 this.render(); 284 this.render();
257 } 285 }
258 }; 286 };
@@ -266,8 +294,10 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
266// console.log( "GLWorld.onLoadState" ); 294// console.log( "GLWorld.onLoadState" );
267 }; 295 };
268 296
269 this.textureToLoad = function( texture ) { 297 this.textureToLoad = function( texture )
270 if (!texture.previouslyReferenced) { 298 {
299 if (!texture.previouslyReferenced)
300 {
271 var name = texture.lookUpName; 301 var name = texture.lookUpName;
272 texture._world = this; 302 texture._world = this;
273 texture.callback = this.textureMapLoaded; 303 texture.callback = this.textureMapLoaded;
@@ -279,7 +309,8 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
279 } 309 }
280 }; 310 };
281 311
282 this.textureMapLoaded = function( texture ) { 312 this.textureMapLoaded = function( texture )
313 {
283 var world = texture._world; 314 var world = texture._world;
284 if (!world) { 315 if (!world) {
285 console.log( "**** loaded texture does not have world defined ****" ); 316 console.log( "**** loaded texture does not have world defined ****" );
@@ -289,7 +320,8 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
289 var name = texture.lookUpName; 320 var name = texture.lookUpName;
290 if (!world._texMapsToLoad[name]) { 321 if (!world._texMapsToLoad[name]) {
291 console.log( "loaded an unregistered texture map: " + name ); 322 console.log( "loaded an unregistered texture map: " + name );
292 } else { 323 }
324 else {
293 //console.log( "loaded a registered texture map: " + name ); 325 //console.log( "loaded a registered texture map: " + name );
294 world._texMapsToLoad[name] = undefined; 326 world._texMapsToLoad[name] = undefined;
295 } 327 }
@@ -316,7 +348,8 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
316 var world = this._world; 348 var world = this._world;
317 if (!world) { 349 if (!world) {
318 console.log( "**** world not defined for loaded texture map: " + name ); 350 console.log( "**** world not defined for loaded texture map: " + name );
319 } else { 351 }
352 else {
320 world.textureMapLoaded( name ); 353 world.textureMapLoaded( name );
321 } 354 }
322 }; 355 };
@@ -326,7 +359,17 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
326 var rtnVal = false; 359 var rtnVal = false;
327 if (root) { 360 if (root) {
328 rtnVal = this.hHasAnimatedMaterials( root ); 361 rtnVal = this.hHasAnimatedMaterials( root );
362 this._hasAnimatedMaterials = rtnVal;
329 } 363 }
364 else
365 {
366 // currently...
367 // we set this case to true - cloud materials create a
368 // world with no objects but cloud materials animate.
369 // TODO - find a better way to do this
370 rtnVal = true;
371 this._hasAnimatedMaterials = true;
372 }
330 373
331 return rtnVal; 374 return rtnVal;
332 }; 375 };
@@ -359,6 +402,15 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
359 return str; 402 return str;
360 }; 403 };