aboutsummaryrefslogtreecommitdiff
path: root/js/helper-classes/RDGE/runtime/GLRuntime.js
blob: 33186174c5088daef9691943d69adc78cb4387a6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc.  All Rights Reserved.
</copyright> */



///////////////////////////////////////////////////////////////////////
// Class GLRuntime
//      Manages runtime fora WebGL canvas
///////////////////////////////////////////////////////////////////////
function GLRuntime( canvas, importStr )
{
    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
	this._canvas		= canvas;
	this._importStr		= importStr;

	this.renderer		= null;
	this.myScene		= null;
	this.light			= null;
	this.light2			= null;
	this._rootNode		= null;

	this._firstRender	= true;
	this._initialized	= 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;

    ///////////////////////////////////////////////////////////////////////
	// 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.loadScene = function()
	{
		// parse the data
		// the GL runtime must start with a "sceneData: "
		var index = importStr.indexOf( "scenedata: " );
		if (index >= 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 );
		}
	}

	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();
		
		/*
		// 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);
		*/

		// 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)]);

			// now update all the nodes in the scene
			this.myScene.update(dt);
		}
    }

    // defining the draw function to control how the scene is rendered      
	this.draw = function()
    {
		if (this._initialized)
		{
			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;
						//this._canvas.task.stop();
					}
				}
			}
		}
    }

	// start RDGE
	var id = canvas.getAttribute( "data-RDGE-id" ); 
	canvas.rdgeid = id;
	g_Engine.registerCanvas(canvas, this);
	RDGEStart( canvas );

}