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Diffstat (limited to 'js/lib/rdge/runtime/GLRuntime.js')
-rw-r--r-- | js/lib/rdge/runtime/GLRuntime.js | 357 |
1 files changed, 357 insertions, 0 deletions
diff --git a/js/lib/rdge/runtime/GLRuntime.js b/js/lib/rdge/runtime/GLRuntime.js new file mode 100644 index 00000000..a4da8549 --- /dev/null +++ b/js/lib/rdge/runtime/GLRuntime.js | |||
@@ -0,0 +1,357 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | var GeomObj = require("js/lib/geom/geom-obj").GeomObj, | ||
9 | RuntimeGeomObj = require("js/lib/rdge/runtime/RuntimeGeomObj"), | ||
10 | RuntimeRectangle = RuntimeGeomObj.RuntimeRectangle, | ||
11 | RuntimeOval = RuntimeGeomObj.RuntimeOval, | ||
12 | getPropertyFromString = require("js/lib/rdge/runtime/RuntimeGeomObj").getPropertyFromString; | ||
13 | |||
14 | /////////////////////////////////////////////////////////////////////// | ||
15 | // Class GLRuntime | ||
16 | // Manages runtime fora WebGL canvas | ||
17 | /////////////////////////////////////////////////////////////////////// | ||
18 | var GLRuntime = function GLRuntime( canvas, importStr ) | ||
19 | { | ||
20 | /////////////////////////////////////////////////////////////////////// | ||
21 | // Instance variables | ||
22 | /////////////////////////////////////////////////////////////////////// | ||
23 | this._canvas = canvas; | ||
24 | this._context = null; | ||
25 | this._importStr = importStr; | ||
26 | |||
27 | this.renderer = null; | ||
28 | this.myScene = null; | ||
29 | this.light = null; | ||
30 | this.light2 = null; | ||
31 | this._rootNode = null; | ||
32 | |||
33 | this._firstRender = true; | ||
34 | this._initialized = false; | ||
35 | |||
36 | this._useWebGL = false; | ||
37 | |||
38 | // view parameters | ||
39 | this._fov = 45.0; | ||
40 | this._zNear = 0.1; | ||
41 | this._zFar = 100.0; | ||
42 | this._viewDist = 5.0; | ||
43 | |||
44 | this._aspect = canvas.width/canvas.height; | ||
45 | |||
46 | this._geomRoot; | ||
47 | |||
48 | // all "live" materials | ||
49 | this._materials = []; | ||
50 | |||
51 | /////////////////////////////////////////////////////////////////////// | ||
52 | // accessors | ||
53 | /////////////////////////////////////////////////////////////////////// | ||
54 | this.getZNear = function() { return this._zNear; } | ||
55 | this.getZFar = function() { return this._zFar; } | ||
56 | this.getFOV = function() { return this._fov; } | ||
57 | this.getAspect = function() { return this._aspect; } | ||
58 | this.getViewDistance = function() { return this._viewDist; } | ||
59 | |||
60 | this.get2DContext = function() { return this._context; } | ||
61 | |||
62 | this.getViewportWidth = function() { return this._canvas.width; } | ||
63 | this.getViewportHeight = function() { return this._canvas.height; } | ||
64 | |||
65 | /////////////////////////////////////////////////////////////////////// | ||
66 | // accessors | ||
67 | /////////////////////////////////////////////////////////////////////// | ||
68 | this.loadScene = function() | ||
69 | { | ||
70 | // parse the data | ||
71 | // the GL runtime must start with a "sceneData: " | ||
72 | var index = importStr.indexOf( "scenedata: " ); | ||
73 | if (index >= 0) | ||
74 | { | ||
75 | this._useWebGL = true; | ||
76 | |||
77 | var rdgeStr = importStr.substr( index+11 ); | ||
78 | var endIndex = rdgeStr.indexOf( "endscene\n" ); | ||
79 | if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); | ||
80 | var len = endIndex - index + 11; | ||
81 | rdgeStr = rdgeStr.substr( 0, endIndex ); | ||
82 | |||
83 | this.myScene.importJSON( rdgeStr ); | ||
84 | this.importObjects( importStr ); | ||
85 | this.linkMaterials( this._geomRoot ); | ||
86 | this.initMaterials(); | ||
87 | } | ||
88 | else | ||
89 | { | ||
90 | this._context = this._canvas.getContext( "2d" ); | ||
91 | this.importObjects( importStr ); | ||
92 | this.render(); | ||
93 | } | ||
94 | } | ||
95 | |||
96 | this.init = function() | ||
97 | { | ||
98 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
99 | ctx2 = g_Engine.getContext(); | ||
100 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
101 | this.renderer = ctx1.renderer; | ||
102 | |||
103 | // create a camera, set its perspective, and then point it at the origin | ||
104 | var cam = new camera(); | ||
105 | this._camera = cam; | ||
106 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
107 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
108 | |||
109 | // make this camera the active camera | ||
110 | this.renderer.cameraManager().setActiveCamera(cam); | ||
111 | |||
112 | // change clear color | ||
113 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | ||
114 | |||
115 | // create an empty scene graph | ||
116 | this.myScene = new SceneGraph(); | ||
117 | |||
118 | // load the scene graph data | ||
119 | this.loadScene(); | ||
120 | |||
121 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
122 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); | ||
123 | g_Engine.AddScene(name, this.myScene); | ||
124 | |||
125 | this._initialized = true; | ||
126 | } | ||
127 | |||
128 | // main code for handling user interaction and updating the scene | ||
129 | this.update = function(dt) | ||
130 | { | ||
131 | if (this._initialized) | ||
132 | { | ||
133 | if (!dt) dt = 0.2; | ||
134 | |||
135 | dt = 0.01; // use our own internal throttle | ||
136 | this.elapsed += dt; | ||
137 | |||
138 | // changed the global position uniform of light 0, another way to change behavior of a light | ||
139 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | ||
140 | |||
141 | // orbit the light nodes around the boxes | ||
142 | //this.light.setPosition([1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), 1.2*Math.cos(this.elapsed*2.0)]); | ||
143 | //this.light2.setPosition([-1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), -1.2*Math.cos(this.elapsed)]); | ||
144 | |||
145 | this.updateMaterials(); | ||
146 | |||
147 | // now update all the nodes in the scene | ||
148 | this.myScene.update(dt); | ||
149 | } | ||
150 | } | ||
151 | |||
152 | this.updateMaterials = function() | ||
153 | { | ||
154 | var nMats = this._materials.length; | ||
155 | for (var i=0; i<nMats; i++) | ||
156 | { | ||
157 | var mat = this._materials[i]; | ||
158 | mat.update(); | ||
159 | } | ||
160 | } | ||
161 | |||
162 | // defining the draw function to control how the scene is rendered | ||
163 | this.draw = function() | ||
164 | { | ||
165 | if (this._initialized) | ||
166 | { | ||
167 | g_Engine.setContext( this._canvas.rdgeid ); | ||
168 | |||
169 | var ctx = g_Engine.getContext(); | ||
170 | var renderer = ctx.renderer; | ||
171 | if (renderer.unloadedTextureCount <= 0) | ||
172 | { | ||
173 | renderer.disableCulling(); | ||
174 | renderer._clear(); | ||
175 | this.myScene.render(); | ||
176 | |||
177 | if (this._firstRender) | ||
178 | { | ||
179 | if (this._canvas.task) | ||
180 | { | ||
181 | this._firstRender = false; | ||
182 | //this._canvas.task.stop(); | ||
183 | } | ||
184 | } | ||
185 | } | ||
186 | } | ||
187 | } | ||
188 | |||
189 | this.importObjects = function( importStr, parent ) | ||
190 | { | ||
191 | var index = importStr.indexOf( "OBJECT\n", 0 ); | ||
192 | while (index >= 0) | ||
193 | { | ||
194 | // update the string to the current object | ||
195 | importStr = importStr.substr( index+7 ); | ||
196 | |||
197 | // read the next object | ||
198 | var obj = this.importObject( importStr, parent ); | ||
199 | |||
200 | // determine if we have children | ||
201 | var endIndex = importStr.indexOf( "ENDOBJECT\n" ), | ||
202 | childIndex = importStr.indexOf( "OBJECT\n" ); | ||
203 | if (endIndex < 0) throw new Error( "ill-formed object data" ); | ||
204 | if ((childIndex >= 0) && (childIndex < endIndex)) | ||
205 | { | ||
206 | importStr = importStr.substr( childIndex + 7 ); | ||
207 | importStr = this.importObjects( importStr, obj ); | ||
208 | endIndex = importStr.indexOf( "ENDOBJECT\n" ) | ||
209 | } | ||
210 | |||
211 | // remove the string for the object(s) just created | ||
212 | importStr = importStr.substr( endIndex ); | ||
213 | |||
214 | // get the location of the next object | ||
215 | index = importStr.indexOf( "OBJECT\n", endIndex ); | ||
216 | } | ||
217 | |||
218 | return importStr; | ||
219 | } | ||
220 | |||
221 | this.importObject = function( objStr, parent ) | ||
222 | { | ||
223 | var type = Number( getPropertyFromString( "type: ", objStr ) ); | ||
224 | |||
225 | var obj; | ||
226 | switch (type) | ||
227 | { | ||
228 |