From 84332ab81c1b445195f1d9be8bbeae0725c8e758 Mon Sep 17 00:00:00 2001 From: Valerio Virgillito Date: Tue, 6 Mar 2012 10:58:25 -0800 Subject: Squashed commit of preload-fix into Master - Requiring all the previously pre-loaded files - RDGE, Codemirror and gl-matrix are not included via a script tag. Signed-off-by: Valerio Virgillito --- js/lib/drawing/world.js | 917 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 917 insertions(+) create mode 100755 js/lib/drawing/world.js (limited to 'js/lib/drawing/world.js') diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js new file mode 100755 index 00000000..3d6c6fc4 --- /dev/null +++ b/js/lib/drawing/world.js @@ -0,0 +1,917 @@ +/* +This file contains proprietary software owned by Motorola Mobility, Inc.
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + +// Useless Global variables. +// TODO: Remove this as soon as QE test pass +/* +var shaderProgramArray = new Array; +var glContextArray = new Array; +var vertexShaderSource = ""; +var fragmentShaderSource = ""; +var rdgeStarted = false; +*/ + +var nodeCounter = 0; + +var GeomObj = require("js/lib/geom/geom-obj").GeomObj; +var Line = require("js/lib/geom/line").Line; +var Rectangle = require("js/lib/geom/rectangle").Rectangle; +var Circle = require("js/lib/geom/circle").Circle; +var MaterialsModel = require("js/models/materials-model").MaterialsModel; + +/////////////////////////////////////////////////////////////////////// +// Class GLWorld +// Manages display in a canvas +/////////////////////////////////////////////////////////////////////// +var World = function GLWorld( canvas, use3D ) { + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + + // flag to do the drawing with WebGL + this._useWebGL = false; + if(use3D) { + this._useWebGL = use3D; + } + + this._canvas = canvas; + if (this._useWebGL) { + this._glContext = canvas.getContext("experimental-webgl"); + } else { + this._2DContext = canvas.getContext( "2d" ); + } + + this._viewportWidth = canvas.width; + this._viewportHeight = canvas.height; + + // view parameters + this._fov = 45.0; + this._zNear = 0.1; + this._zFar = 100.0; + this._viewDist = 5.0; + + // default light parameters + this._ambientLightColor = [0.1, 0.1, 0.1, 1.0]; + this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0]; + this._specularLightColor = [0.6, 0.6, 0.6, 1.0]; + this._pointLightLoc = [0.0, 0.0, 0.05]; + + // default material properties. Material properties should be overridden + // by the materials used by the objects + this._materialShininess = 20.0; + + this._geomRoot = undefined; + + this._cameraMat = Matrix.I(4); + this._cameraMat[14] = 5.0; + this._cameraMatInv = Matrix.I(4); + this._cameraMatInv[14] = -5.0; + + this._camera = null; + // keep a flag indicating whether a render has been completed. + // this allows us to turn off automatic updating if there are + // no animated materials + this._firstRender = true; + + /////////////////////////////////////////////////////////////////////// + // Property accessors + /////////////////////////////////////////////////////////////////////// + this.getGLContext = function() { return this._glContext; }; + this.setGLContext = function(gl) { this._glContext = gl; }; + + this.get2DContext = function() { return this._2DContext; }; + this.set2DContext = function(c) { this._2DContext = c; }; + + this.getCanvas = function() { return this._canvas; }; + this.setCanvas = function(c) { this._canvas = c; }; + + this.getShaderProgram = function() { return this._shaderProgram; }; + + this.getViewportWidth = function() { return this._viewportWidth; }; + this.getViewportHeight = function() { return this._viewportHeight; }; + + this.getAspect = function() { return this._viewportWidth/this._viewportHeight; }; + + this.getGeomRoot = function() { return this._geomRoot; }; + this.getZNear = function() { return this._zNear; }; + this.getZFar = function() { return this._zFar; }; + this.getFOV = function() { return this._fov; }; + + this.getCamera = function() { return this._camera; }; + + this.getCameraMat = function() { return this._cameraMat.slice(0); }; + this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); }; + + this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); }; + + this.getViewDistance = function() { return this._viewDist; }; + + this.getRootNode = function() { return this._rootNode; }; + this.setRootNode = function(r) { this._rootNode = r; }; + + this.isWebGL = function() { return this._useWebGL; }; + + this.getRenderer = function() { return this.renderer; }; + + //////////////////////////////////////////////////////////////////////////////////// + // RDGE + // local variables + this.myScene = null; + this.elapsed = 0; + this.light = null; + this.light2 = null; + this.fillShader = null; + this.strokeShader = null; + this.renderer = null; + + // keep an array of texture maps that need to be loaded + this._texMapsToLoad = []; + this._allMapsLoaded = true; + + // this is the node to which objects get hung + this._rootNode = null; + + // set up the camera matrix + var camMat = Matrix.I(4); + camMat[14] = this.getViewDistance(); + this.setCameraMat( camMat ); + + // post-load processing of the scene + this.init = function() { + var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), + ctx2 = g_Engine.getContext(); + if (ctx1 != ctx2) console.log( "***** different contexts *****" ); + this.renderer = ctx1.renderer; + this.renderer._world = this; + + // create a camera, set its perspective, and then point it at the origin + var cam = new camera(); + this._camera = cam; + cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); + cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); + + // make this camera the active camera + this.renderer.cameraManager().setActiveCamera(cam); + + // change clear color + //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); + this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); + //this.renderer.NinjaWorld = this; + + // create an empty scene graph + this.myScene = new SceneGraph(); + + // create some lights + // light 1 + this.light = createLightNode("myLight"); + this.light.setPosition([0,0,1.2]); + this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); + + // light 2 + this.light2 = createLightNode("myLight2"); + this.light2.setPosition([-0.5,0,1.2]); + this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); + + // create a light transform + var lightTr = createTransformNode("lightTr"); + + // create and attach a material - materials hold the light data + lightTr.attachMaterial(createMaterialNode("lights")); + + // enable light channels 1, 2 - channel 0 is used by the default shader + lightTr.materialNode.enableLightChannel(1, this.light); + lightTr.materialNode.enableLightChannel(2, this.light2); + + // all added objects are parented to the light node + this._rootNode = lightTr; + + // add the light node to the scene + this.myScene.addNode(lightTr); + + // Add the scene to the engine - necessary if you want the engine to draw for you + //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); + var name = this._canvas.getAttribute( "data-RDGE-id" ); + g_Engine.AddScene("myScene" + name, this.myScene); + }; + + // main code for handling user interaction and updating the scene + this.update = function(dt) { + if (!dt) dt = 0.2; + + dt = 0.01; // use our own internal throttle + this.elapsed += dt; + + if (this._useWebGL) { + // changed the global position uniform of light 0, another way to change behavior of a light + rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); + + // orbit the light nodes around the boxes + 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)]); + 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)]); + } + + this.updateMaterials( this.getGeomRoot(), this.elapsed ); + + // now update all the nodes in the scene + if (this._useWebGL) + this.myScene.update(dt); + }; + + // defining the draw function to control how the scene is rendered + this.draw = function() { + if (this._useWebGL) { + g_Engine.setContext( this._canvas.rdgeid ); + var ctx = g_Engine.getContext(); + var renderer = ctx.renderer; + if (renderer.unloadedTextureCount <= 0) { + renderer.disableCulling(); + renderer._clear(); + this.myScene.render(); + + if (this._firstRender) { + if (this._canvas.task) { + this._firstRender = false; + + if (!this.hasAnimatedMaterials()) { + this._canvas.task.stop(); + //this._renderCount = 10; + } + } + } else if (this._renderCount >= 0) { + if (this._canvas.task) { + this._renderCount--; + if (this._renderCount <= 0) { + this._canvas.task.stop(); + } + } + } + } + } else { + this.render(); + } + }; + + this.onRunState = function() { +// console.log( "GLWorld.onRunState" ); + this.restartRenderLoop(); + }; + + this.onLoadState = function() { +// console.log( "GLWorld.onLoadState" ); + }; + + this.textureToLoad = function( texture ) { + if (!texture.previouslyReferenced) { + var name = texture.lookUpName; + texture._world = this; + texture.callback = this.textureMapLoaded; + this._texMapsToLoad[name] = true; + this._allMapsLoaded = false; + + // stop the draw loop until all textures have been loaded + this._canvas.task.stop(); + } + }; + + this.textureMapLoaded = function( texture ) { + var world = texture._world; + if (!world) { + console.log( "**** loaded texture does not have world defined ****" ); + return; + } + + var name = texture.lookUpName; + if (!world._texMapsToLoad[name]) { + console.log( "loaded an unregistered texture map: " + name ); + } else { + //console.log( "loaded a registered texture map: " + name ); + world._texMapsToLoad[name] = undefined; + } + + // check if all the texture maps are loaded. if so, resume the render loop + world._allMapsLoaded = world.allTextureMapsLoaded(); + if (world._allMapsLoaded) { + world._canvas.task.start(); + } + }; + + this.allTextureMapsLoaded = function() { + for (var name in this._texMapsToLoad) { + var needsLoad = this._texMapsToLoad[name]; + if (needsLoad) return false; + } + + return true; + }; + + this.textureLoadedCallback = function( name ) { +// console.log( "*** material texture loaded: " + name ); + + var world = this._world; + if (!world) { + console.log( "**** world not defined for loaded texture map: " + name ); + } else { + world.textureMapLoaded( name ); + } + }; + + this.hasAnimatedMaterials = function() { + var root = this.getGeomRoot(); + var rtnVal = false; + if (root) { + rtnVal = this.hHasAnimatedMaterials( root ); + } + + return rtnVal; + }; + + this.hHasAnimatedMaterials = function( obj ) { + if (obj) { + if (obj.getFillMaterial()) { + if (obj.getFillMaterial().isAnimated()) return true; + } + + if (obj.getStrokeMaterial()) { + if (obj.getStrokeMaterial().isAnimated()) return true; + } + + + // do the sibling + var hasAnim = false; + if (obj.getNext()) hasAnim = this.hHasAnimatedMaterials( obj.getNext() ); + if (hasAnim) return true; + if (obj.getChild()) hasAnim = this.hHasAnimatedMaterials( obj.getChild() ); + if (hasAnim) return true; + } + + return false; + }; + + + // END RDGE + //////////////////////////////////////////////////////////////////////////////////// + + + // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state + // in the case of a procedurally built scene an init state is not needed for loading data + if (this._useWebGL) { + rdgeStarted = true; + var id = this._canvas.getAttribute( "data-RDGE-id" ); + this._canvas.rdgeid = id; + g_Engine.registerCanvas(this._canvas, this); + RDGEStart( this._canvas ); + this._canvas.task.stop() + } +}; + + +/////////////////////////////////////////////////////////////////////// +// Property Accessors +/////////////////////////////////////////////////////////////////////// +World.prototype.getGeomRoot = function() { + return this._geomRoot; +}; + + +/////////////////////////////////////////////////////////////////////// +// Methods +/////////////////////////////////////////////////////////////////////// +World.prototype.updateObject = function (obj) { + if (!this._useWebGL) return; + + var prims = obj.getPrimitiveArray(); + var materialNodes = obj.getMaterialNodeArray(); + if (prims.length != materialNodes.length) + throw new Error("inconsistent material and primitive counts"); + var nPrims = prims.length; + var ctrTrNode; + if (nPrims > 0) { + ctrTrNode = obj.getTransformNode(); + if (ctrTrNode == null) { + ctrTrNode = createTransformNode("objRootNode_" + nodeCounter++); + this._rootNode.insertAsChild( ctrTrNode ); + obj.setTransformNode( ctrTrNode ); + } + + ctrTrNode.meshes.forEach(function(thisMesh) { + g_meshMan.deleteMesh(thisMesh.mesh.name); + }); + ctrTrNode.meshes = []; + + ctrTrNode.attachMeshNode(this.renderer.id + "_prim_" + nodeCounter++, prims[0]); + ctrTrNode.attachMaterial(materialNodes[0]); + } + + var children = ctrTrNode.children; + for (var i = 1; i < nPrims; i++) { + // get the next primitive + var prim = prims[i]; + + // get a previously created transform node. If the transform has not been created, create it + var childTrNode; + if (children && children.length >= i) { + childTrNode = children[i-1].transformNode; + + childTrNode.meshes.forEach(function(thisMesh) { + g_meshMan.deleteMesh(thisMesh.mesh.name); + }); + childTrNode.meshes = []; + } else { + childTrNode = createTransformNode("objNode_" + nodeCounter++); + ctrTrNode.insertAsChild(childTrNode); + } + + // attach the instanced box goe + childTrNode.attachMeshNode(this.renderer.id + "_prim_" + nodeCounter++, prim); + childTrNode.attachMaterial(materialNodes[i]); + } +}; + +World.prototype.addObject = function( obj ) { + if (!obj) return; + + try { + // undefine all the links of the object + obj.setChild( undefined ); + obj.setNext( undefined ); + obj.setPrev( undefined ); + obj.setParent( undefined ); + + obj.setWorld( this ); + + if (this._geomRoot == null) { + this._geomRoot = obj; + } else { + var go = this._geomRoot; + while (go.getNext()) go = go.getNext(); + go.setNext( obj ); + obj.setPrev( go ); + } + + // build the WebGL buffers + if (this._useWebGL) { + obj.buildBuffers(); + this.restartRenderLoop(); + } + } + + catch(e) { + alert( "Exception in GLWorld.addObject " + e ); + } +} + +World.prototype.restartRenderLoop = function() { + //console.log( "restartRenderLoop" ); + + this._firstRender = true; + this._renderCount = -1; + if (this._canvas.task) { + if (this._allMapsLoaded) { + //console.log( "starting task" ); + this._canvas.task.start(); + } else { + //console.log( "stopping task" ); + this._canvas.task.stop(); + } + } +}; + +//append to the list of objects if obj doesn't already exist +//if obj exists, then don't add to list of objects +World.prototype.addIfNewObject = function (obj) { + if (!obj) return; + + try { + obj.setWorld(this); + + if (this._geomRoot == null) { + this._geomRoot = obj; + } else if (this._geomRoot !== obj) { + var go = this._geomRoot; + while (go.getNext() && go.getNext() !== obj) { + go = go.getNext(); + } + + if (go.getNext() === null) { + // undefine all the links of the object + obj.setChild(undefined); + obj.setNext(undefined); + obj.setPrev(undefined); + obj.setParent(undefined); + + go.setNext(obj); + obj.setPrev(go); + + } + } + + // build the WebGL buffers + if (this._useWebGL) { + obj.buildBuffers(); + this.restartRenderLoop(); + } + } catch (e) { + alert("Exception in GLWorld.addIfNewObject " + e); + } +}; + +World.prototype.clearTree = function() { + if (this._useWebGL) { + var root = this._rootNode; + root.children = new Array(); + g_Engine.unregisterCanvas( this._canvas.rdgeid ) + + this.update( 0 ); + this.draw(); + } +}; + +World.prototype.updateMaterials = function( obj, time ) { + if (!obj) return; + + var matArray = obj.getMaterialArray(); + if (matArray) { + var n = matArray.length; + for (var i=0; i 0)) { + mat = this._matStack[ this._matStack.length-1]; + } + + return mat; +}; + +World.prototype.popMatrix = function() { + if (this._matStack.length == 0) { + throw "Invalid popMatrix!"; + } + + return this._matStack.pop(); +}; + +World.prototype.setMVMatrix = function() { + var mat = this.stackTop(); + if (mat) { + var gl = this._glContext; + + //var mvMatrix = this._cameraMatInv.multiply(mat); + var mvMatrix = glmat4.multiply( this._cameraMatInv, mat, []); + //var mat2 = mat.multiply( this._cameraMatInv ); + gl.uniformMatrix4fv(this._shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix)); + + var normalMatrix = mat3.create(); + // mat4.toInverseMat3(mvMatrix, normalMatrix); + // mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix); + mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix); + mat3.transpose(normalMatrix); + gl.uniformMatrix3fv(this._shaderProgram.nMatrixUniform, false, normalMatrix); + } +}; + +World.prototype.makePerspectiveMatrix = function() { + return Matrix.makePerspective( this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar() ); +}; + +World.prototype.render = function() { + if (!this._useWebGL) { + // clear the context + var ctx = this.get2DContext(); + if (!ctx) return; + ctx.clearRect(0, 0, this.getViewportWidth(), this.getViewportHeight()); + + // render the geometry + var root = this.getGeomRoot(); + this.hRender( root ); + } else { + g_Engine.setContext( this._canvas.rdgeId ); + //this.draw(); + this.restartRenderLoop(); + } +}; + +World.prototype.hRender = function( obj ) { + if (!obj) return; + obj.render(); + + this.hRender( obj.getChild() ); + this.hRender( obj.getNext() ); +}; + +World.prototype.setViewportFromCanvas = function(canvas) { + this._viewportWidth = canvas.width; + this._viewportHeight = canvas.height; + + if (this._useWebGL) { + this._glContext.viewportWidth = canvas.width; + this._glContext.viewportHeight = canvas.height; + + this.getCamera().setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); + + this.renderer.setViewPort(0, 0, canvas.width, canvas.height); + } +}; + +World.prototype.getShapeFromPoint = function( offsetX, offsetY ) { + var x = offsetX/this._canvas.width; + var y = offsetY/this._canvas.height; + + var go = this._geomRoot; + if(go.collidesWithPoint(x,y)) { +// console.log("collision found"); + return go; + } + + while (go.getNext()) { + go = go.getNext(); + if(go.collidesWithPoint(x,y)) { +// console.log("collision found"); + return go; + } + } +}; + +World.prototype.export = function() { + var exportStr = "GLWorld 1.0\n"; + var id = this.getCanvas().getAttribute( "data-RDGE-id" ); + exportStr += "id: " + id + "\n"; + //exportStr += "id: " + this._canvas.rdgeid + "\n"; + exportStr += "fov: " + this._fov + "\n"; + exportStr += "zNear: " + this._zNear + "\n"; + exportStr += "zFar: " + this._zFar + "\n"; + exportStr += "viewDist: " + this._viewDist + "\n"; + + // we need 2 export modes: One for save/restore, one for publish. + // hardcoding for now + var exportForPublish = false; + exportStr += "publish: " + exportForPublish + "\n"; + + if (exportForPublish) { + exportStr += "scenedata: " + this.myScene.exportJSON() + "endscene\n"; + } else { + // output the material library + exportStr += MaterialsModel.exportMaterials(); + + // write out all of the objects + exportStr += "tree\n"; + exportStr += this.exportObjects( this._geomRoot ); + exportStr += "endtree\n"; + } + + return exportStr; +}; + +World.prototype.exportObjects = function( obj ) { + if (!obj) return; + + var rtnStr = "OBJECT\n"; + rtnStr += obj.export(); + + if (obj.getChild()) { + rtnStr += this.exportObjects( obj.getChild () ); + } + + // the end object goes outside the children + rtnStr += "ENDOBJECT\n"; + + if (obj.getNext()) { + rtnStr += this.exportObjects( obj.getNext() ); + } + + return rtnStr; +}; + +World.prototype.findTransformNodeByMaterial = function( materialNode, trNode ) { + //if (trNode == null) trNode = this._ctrNode; + if (trNode == null) trNode = this._rootNode; + if ( trNode.transformNode && (materialNode == trNode.transformNode.materialNode)) return trNode; + + var rtnNode; + if (trNode.children != null) { + var nKids = trNode.children.length; + for (var i=0; i= 0) { + var rdgeStr = importStr.substr( index+11 ); + var endIndex = rdgeStr.indexOf( "endscene\n" ); + if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); + var len = endIndex - index + 11; + rdgeStr = rdgeStr.substr( 0, endIndex ); + + this.myScene.importJSON( rdgeStr ); + } else { + // load the material library + importStr = MaterialsModel.importMaterials( importStr ); + + // import the objects + this.importObjects( importStr, this._rootNode ); + } +}; + +World.prototype.importObjects = function( importStr, parentNode ) { + var index = importStr.indexOf( "OBJECT\n", 0 ); + while (index >= 0) { + // update the string to the current object + importStr = importStr.substr( index+7 ); + + // read the next object + this.importObject( importStr, parentNode ); + + // determine if we have children + var endIndex = importStr.indexOf( "ENDOBJECT\n" ), + childIndex = importStr.indexOf( "OBJECT\n" ); + if (endIndex < 0) throw new Error( "ill-formed object data" ); + if ((childIndex >= 0) && (childIndex < endIndex)) { + importStr = importStr.substr( childIndex + 7 ); + importStr = this.importObjects( importStr, node ); + endIndex = importStr.indexOf( "ENDOBJECT\n" ) + } + + // remove the string for the object(s) just created + importStr = importStr.substr( endIndex ); + + // get the location of the next object + index = importStr.indexOf( "OBJECT\n", endIndex ); + } + + return importStr; +}; + +World.prototype.importObject = function( objStr, parentNode ) { + var go = new GeomObj(); + var type = Number( go.getPropertyFromString( "type: ", objStr ) ); + + var obj; + switch (type) + { + case 1: + obj = new Rectangle(); + obj.import( objStr ); + break; + + case 2: // circle + obj = new Circle(); + obj.import( objStr ); + break; + + case 3: // line + obj = new Line(); + obj.import( objStr ); + break; + + default: + throw new Error( "Unrecognized object type: " + type ); + break; + } + + if (obj) { + this.addObject( obj ); + } +}; + +World.prototype.importSubObject = function( objStr, parentNode ) { + // get the mesh text + var i0 = objStr.indexOf( "mesh: " ), + i1 = objStr.indexOf( "endMesh\n" ); + if ((i0 < 0) || (i1 < 0)) throw new Error( "ill-formed sub object" ); + i0 += 6; + var meshText = objStr.substr( i0, i1 - i0 ); + var meshObj = JSON.parse(meshText); + + // get the material text + var i0 = objStr.indexOf( "material: " ), + i1 = objStr.indexOf( "endMat\n" ); + if ((i0 < 0) || (i1 < 0)) throw new Error( "ill-formed sub object" ); + i0 += 10; + var matText = objStr.substr( i0, i1 - i0 ); + var shaderDef = JSON.parse( matText ); + var shader = new jshader(); + shader.def = shaderDef; + shader.init(); + + // set the shader for this material + var matNode = createMaterialNode("objMat") + matNode.setShader(shader); + + // create the transformation node + var trNode = createTransformNode("subObjNode_" ); + trNode.attachMeshNode(this.renderer.id + "_prim_", meshObj); + trNode.attachMaterial(matNode); + parentNode.insertAsChild(trNode); + + return trNode; +}; + +if (typeof exports === "object") { + exports.World = World; +} \ No newline at end of file -- cgit v1.2.3