/*
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.
*/
var GeomObj = require("js/lib/geom/geom-obj").GeomObj,
RuntimeGeomObj = require("js/lib/rdge/runtime/RuntimeGeomObj"),
RuntimeRectangle = RuntimeGeomObj.RuntimeRectangle,
RuntimeOval = RuntimeGeomObj.RuntimeOval,
getPropertyFromString = require("js/lib/rdge/runtime/RuntimeGeomObj").getPropertyFromString;
///////////////////////////////////////////////////////////////////////
// Class GLRuntime
// Manages runtime fora WebGL canvas
///////////////////////////////////////////////////////////////////////
var GLRuntime = function GLRuntime( canvas, importStr )
{
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._canvas = canvas;
this._context = null;
this._importStr = importStr;
this.renderer = null;
this.myScene = null;
this.light = null;
this.light2 = null;
this._rootNode = null;
this._firstRender = true;
this._initialized = false;
this._useWebGL = false;
// view parameters
this._fov = 45.0;
this._zNear = 0.1;
this._zFar = 100.0;
this._viewDist = 5.0;
this._aspect = canvas.width/canvas.height;
this._geomRoot;
// all "live" materials
this._materials = [];
///////////////////////////////////////////////////////////////////////
// accessors
///////////////////////////////////////////////////////////////////////
this.getZNear = function() { return this._zNear; }
this.getZFar = function() { return this._zFar; }
this.getFOV = function() { return this._fov; }
this.getAspect = function() { return this._aspect; }
this.getViewDistance = function() { return this._viewDist; }
this.get2DContext = function() { return this._context; }
this.getViewportWidth = function() { return this._canvas.width; }
this.getViewportHeight = function() { return this._canvas.height; }
///////////////////////////////////////////////////////////////////////
// accessors
///////////////////////////////////////////////////////////////////////
this.loadScene = function()
{
// parse the data
// the GL runtime must start with a "sceneData: "
var index = importStr.indexOf( "scenedata: " );
if (index >= 0)
{
this._useWebGL = true;
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 );
this.importObjects( importStr );
this.linkMaterials( this._geomRoot );
this.initMaterials();
}
else
{
this._context = this._canvas.getContext( "2d" );
this.importObjects( importStr );
this.render();
}
}
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;
// 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.setClearColor([1.0, 1.0, 1.0, 0.0]);
// create an empty scene graph
this.myScene = new SceneGraph();
// load the scene graph data
this.loadScene();
// Add the scene to the engine - necessary if you want the engine to draw for you
var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" );
g_Engine.AddScene(name, this.myScene);
this._initialized = true;
}
// main code for handling user interaction and updating the scene
this.update = function(dt)
{
if (this._initialized)
{
if (!dt) dt = 0.2;
dt = 0.01; // use our own internal throttle
this.elapsed += dt;
// 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();
// now update all the nodes in the scene
this.myScene.update(dt);
}
}
this.updateMaterials = function()
{
var nMats = this._materials.length;
for (var i=0; i= 0)
{
// update the string to the current object
importStr = importStr.substr( index+7 );
// read the next object
var obj = this.importObject( importStr, parent );
// 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, obj );
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;
}
this.importObject = function( objStr, parent )
{
var type = Number( getPropertyFromString( "type: ", objStr ) );
var obj;
switch (type)
{
case 1:
obj = new RuntimeRectangle();
obj.import( objStr, parent );
break;
case 2: // circle
obj = new RuntimeOval();
obj.import( objStr, parent );
break;
case 3: // line
obj = new RuntimeLine();
obj.import( objStr, parent );
break;
default:
throw new Error( "Attempting to load unrecognized object type: " + type );
break;
}
if (obj)
this.addObject( obj );
return obj;
}
this.addObject = function( obj, parent )
{
if (!obj) return;
obj.setWorld( this );
if (parent == null)
this._geomRoot = obj;
else
parent.addChild( obj );
}
this.linkMaterials = function( obj )
{
if (!obj) return;
// get the array of materials from the object
var matArray = obj._materials;
var nMats = matArray.length;
for (var i=0; i= 0);
if (this._useWebGL)
{
var id = canvas.getAttribute( "data-RDGE-id" );
canvas.rdgeid = id;
g_Engine.registerCanvas(canvas, this);
RDGEStart( canvas );
}
else
{
this.loadScene();
}
}
if (typeof exports === "object") {
exports.GLRuntime = GLRuntime;
}