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/* <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;
///////////////////////////////////////////////////////////////////////
// initialization code
///////////////////////////////////////////////////////////////////////
var id = canvas.getAttribute( "data-RDGE-id" );
canvas.rdgeid = id;
g_Engine.registerCanvas(canvas, this);
RDGEStart( canvas );
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();
this.loadScene();
/*
// 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
// 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);
}
// 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;
// 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()
{
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();
}
}
}
}
}
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