/* Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Motorola Mobility LLC nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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; var worldCounter = 0; /////////////////////////////////////////////////////////////////////// // Class GLWorld // Manages display in a canvas /////////////////////////////////////////////////////////////////////// var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// // flag to do the drawing with WebGL this._useWebGL = false; if(use3D) { this._useWebGL = use3D; } this._canvas = canvas; if (this._useWebGL) { if(preserveDrawingBuffer) { this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); } else { 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; this._worldCount = worldCounter; worldCounter++; // keep a counter for generating node names this._nodeCounter = 0; // for sending notifications to listeners this._notifier = new Notifier(); /////////////////////////////////////////////////////////////////////// // 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; }; // Flag to play/pause animation at authortime this._previewAnimation = true; //////////////////////////////////////////////////////////////////////////////////// // 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 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), ctx2 = RDGE.globals.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 RDGE.camera(); this._camera = cam; cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); // make this camera the active camera this.renderer.cameraManager().setActiveCamera(cam); // change clear color //this.renderer.setClearFlags(RDGE.globals.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 RDGE.SceneGraph(); // create some lights // light 1 // this.light = RDGE.createLightNode("myLight"); // this.light.setPosition([0,0,1.2]); // this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); // light 2 // this.light2 = RDGE.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 = RDGE.createTransformNode("lightTr"); // create and attach a material - materials hold the light data lightTr.attachMaterial(RDGE.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 //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene); var name = this._canvas.getAttribute( "data-RDGE-id" ); RDGE.globals.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 RDGE.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) { RDGE.globals.engine.setContext( this._canvas.rdgeid ); var ctx = RDGE.globals.engine.getContext(); var renderer = ctx.renderer; if (renderer.unloadedTextureCount <= 0) { renderer.disableCulling(); renderer._clear(); this.myScene.render(); if (this._firstRender) { this._notifier.sendNotification( this._notifier.FIRST_RENDER ); if (this._canvas.task) { this._firstRender = false; if (!this.hasAnimatedMaterials() || !this._previewAnimation) { 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 ); this._hasAnimatedMaterials = rtnVal; } else { // currently... // we set this case to true - cloud materials create a // world with no objects but cloud materials animate. // TODO - find a better way to do this rtnVal = true; this._hasAnimatedMaterials = true; } 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; }; this.generateUniqueNodeID = function() { var str = "" + this._nodeCounter; this._nodeCounter++; return str; }; this.addListener = function( obj, callbackFunc, calleeData ) { this._notifier.addListener( obj, callbackFunc, calleeData ); } this.removeListener = function( obj ) { this._notifier.removeListener( obj ); } // 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 this._canvas.rdgeid = this._canvas.getAttribute( "data-RDGE-id" ); if (this._useWebGL) { // make sure the id is unique var id = this.uniqueifyID( this._canvas.rdgeid ); this._canvas.rdgeid = id; this._canvas.setAttribute( "data-rdge-id", id ); rdgeStarted = true; RDGE.globals.engine.unregisterCanvas( this._canvas ); RDGE.globals.engine.registerCanvas(this._canvas, this); RDGE.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 iPrim = 0; var ctrTrNode; if (nPrims > 0) { ctrTrNode = obj.getTransformNode(); if (ctrTrNode == null) { ctrTrNode = RDGE.createTransformNode("objRootNode_" + this._nodeCounter++); this._rootNode.insertAsChild( ctrTrNode ); obj.setTransformNode( ctrTrNode ); } ctrTrNode.meshes.forEach( function(thisMesh) { RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); } ); ctrTrNode.meshes = []; ctrTrNode.attachMaterial(materialNodes[0]); while ((iPrim < nPrims) && (materialNodes[iPrim] == materialNodes[0])) { ctrTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prims[iPrim]); iPrim++; } } // delete all of the child nodes var i; var childTrNode; var children = ctrTrNode.children; for (i=0; i= 0) { var subStr = id.substr( index+1); num = Number( subStr ) + 1; id = id.substr( 0, index ); } id = id + "_" + num; ctx = RDGE.globals.engine.getContext( id ); } return id; } // return the origin of the world in NDC World.prototype.getNDCOrigin = function() { var pt = MathUtils.transformPoint( [0,0,0], this.getCameraMatInverse() ); var projMat = Matrix.makePerspective( this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); var ndcPt = MathUtils.transformHomogeneousPoint( pt, projMat ); return MathUtils.applyHomogeneousCoordinate( ndcPt ); }; World.prototype.worldToScreen = function(v) { var pMatrix = Matrix.makePerspective( this._fov, this.getAspect(), this._zNear, this._zFar); var mvMatrix = this.getCameraMatInverse(); //var tmpMat = pMatrix.multiply( mvMatrix ); var tmpMat = glmat4.multiply(pMatrix, mvMatrix, []); //var v2 = tmpMat.multiply( v ); var v2 = glmat4.multiplyVec3( tmpMat, v, []); var v3 = MathUtils.transformHomogeneousPoint( v, tmpMat ); v3 = MathUtils.applyHomogeneousCoordinate( v3 ); var x = v2[0], y = v2[1], z = v2[2]; var h = this.getGLContext().viewportHeight/2.0, w = this.getGLContext().viewportWidth/2.0; var x2 = w * (1 + x), y2 = h * ( 1 - y ); return [x2, y2, z, 1]; }; World.prototype.screenToView = function( x, y ) { var gl = this._glContext; var w = gl.viewportWidth/2.0, h = gl.viewportHeight/2.0; var xv = x/w - 1, yv = 1.0 - y/h; return [xv,yv]; }; World.prototype.screenToWorld = function( xScr, yScr ) { var viewVec = this.screenToView( xScr, yScr ); var xView = viewVec[0], yView = viewVec[1]; var tmp = this.worldToScreen( [0,0,0,1] ); var zView = tmp[2]; // get the perspective matrix var pMatrix = Matrix.makePerspective( this._fov, this.getAspect(), this._zNear, this._zFar); var mvMatrix = Matrix.I(4); // this would be the inverse of the camera matrix (if we had one). //var tmpMat = pMatrix.multiply( mvMatrix ); var tmpMat = glmat4.multiply( pMatrix, mvMatrix, []); //var tmpInv = tmpMat.inverse(); var tmpInv = glmat4.inverse( tmpMat, []); var v3 = [xView, yView, zView, 1 ]; //var w = tmpInv.multiply( v3 ); var w = glmat4.multiplyVec4( tmpInv, v3, []); w[0] /= w[3]; w[1] /= w[3]; w[2] /= w[3]; w[3] = 1.0; return w; }; World.prototype.GLToScreen = function( glPt ) { }; World.prototype.ScreenToGL = function( scrPt ) { }; World.prototype.resetMatrixStack = function() { this._matStack = new Array(); this._matStack.push( Matrix.I(4) ); }; World.prototype.pushMatrix = function( mat ) { if (mat) { var mat2 = this.stackTop(); if (mat2) { var mat12 = glmat4.multiply( mat, mat2, []); this._matStack.push( mat12 ); } } }; World.prototype.stackTop = function() { var mat; if (this._matStack && (this._matStack.length > 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(); // RDGE.mat4.toInverseMat3(mvMatrix, normalMatrix); // RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix); RDGE.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 { RDGE.globals.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.exportJSON = function () { // world properties var worldObj = { 'version' : 1.1, 'id' : this.getCanvas().getAttribute( "data-RDGE-id" ), 'fov' : this._fov, 'zNear' : this._zNear, 'zFar' : this._zFar, 'viewDist' : this._viewDist, 'webGL' : this._useWebGL }; // RDGE scenegraph if (this._useWebGL) worldObj.scenedata = this.myScene.exportJSON(); // object data var strArray = []; this.exportObjectsJSON( this._geomRoot, worldObj ); // You would think that the RDGE export function // would not be destructive of the data. You would be wrong... // We need to rebuild everything if (this._useWebGL) { if (worldObj.children && (worldObj.children.length >= 1)) { this.rebuildTree(this._geomRoot); this.restartRenderLoop(); } } // convert the object to a string var jStr = JSON.stringify( worldObj ); // prepend some version information to the string. // this string is also used to differentiate between JSON // and pre-JSON versions of fileIO. // the ending ';' in the version string is necessary jStr = "v1.0;" + jStr; return jStr; }; World.prototype.rebuildTree = function (obj) { if (!obj) return; obj.buildBuffers(); if (obj.getChild()) { this.rebuildTree( obj.getChild () ); } if (obj.getNext()) this.rebuildTree( obj.getNext() ); }; World.prototype.exportObjectsJSON = function( obj, parentObj ) { if (!obj) return; var jObj = obj.exportJSON(); if (!parentObj.children) parentObj.children = []; parentObj.children.push( jObj ); if (obj.getChild()) { this.exportObjectsJSON( obj.getChild (), jObj ); } if (obj.getNext()) this.exportObjectsJSON( obj.getNext(), parentObj ); } 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