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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> */
/*
* Manage state instances
*/
stateManager = function()
{
// a stack of states
this.stateStack = [];
// number of states on the stack
this.stateTop = undefined;
// the states of the context
this.RDGEInitState = null;
this.RDGERunState = null;
this.currentState = function()
{
if(this.stateTop != undefined)
return this.stateStack[this.stateTop];
return null;
}
/*
* Push new IRuntime state - engine executes the new state
*/
this.PushState = function(state, flags)
{
if(state!=null && typeof state.Init == 'function')
{
if(this.stateTop != undefined)
this.stateStack[this.stateTop].LeaveState();
if(flags == undefined || flags != "noInit")
state.Init();
this.stateTop = this.stateStack.push(state) - 1;
}
}
/*
* Remove IRuntime state from stack, engine executes previous state
*/
this.PopState = function()
{
state = this.stateStack.pop();
if(state!=null)
{
state.Shutdown();
}
this.stateTop = this.stateTop > 0 ? this.stateTop - 1 : 0;
if(this.stateStack[this.stateTop])
{
this.stateStack[this.stateTop].ReInit();
}
}
/*
* Remove all states from the stack
*/
this.PopAll = function()
{
while(this.stateStack[this.stateTop] != null)
{
this.PopState();
}
}
this.tick = function(dt)
{
if(this.stateStack[this.stateTop]!=null)
{
this.stateStack[this.stateTop].Update(dt);
this.stateStack[this.stateTop].Resize();
this.stateStack[this.stateTop].Draw();
}
}
}
g_enableBenchmarks = true;
function Engine()
{
this._assetPath = "assets/";
// map of scene graphs to names
this.sceneMap = [];
// number of states on the stack
this.stateTop = undefined;
// size of the browser window
this.lastWindowWidth = window.innerWidth;
this.lastWindowHeight = window.innerHeight;
this.defaultContext = null;
this.lightManager = null;
clearColor = [0.0, 0.0, 0.0, 0.0];
panelObjectManager = new objectManager();
this.initializeComplete = false;
this.RDGECanvas = null;
/*
* a map of canvas names to renderer
*/
this.canvasToRendererMap = {};
/*
* states to canvas map - maps a state stack to the canvas context it belongs to
*/
this.canvasNameToStateStack = {};
/*
* the list of context's that are active
*/
this.canvasCtxList = [];
/*
* regex object to verify runtime object is not some sort of exploit
*/
invalidObj = new RegExp("([()]|function)");
isValidObj = function( name )
{
// do a quick test make sure user isn't trying to execute a function
if(invalidObj.test(name))
{
window.console.error("invalid object name passed to RDGE, " + name + " - looks like a function");
return false;
}
return true;
}
/*
* The context definition - every context shares these parameters
*/
contextDef = function()
{
this.id = null;
this.renderer = null;
this.ctxStateManager = null;
this.startUpState = null;
this.sceneGraphMap = [];
this.currentScene = null;
this.getScene = function()
{
return this.sceneGraphMap[this.currentScene];
}
this.debug =
{
'frameCounter' : 0,
'mat4CallCount': 0
}
}
// maintains the contexts
contextManager = new objectManager();
this.ctxMan = contextManager;
// the context currently being updated
contextManager.currentCtx = null;
contextManager._addObject = contextManager.addObject;
contextManager.contextMap = {};
contextManager.addObject = function( context )
{
this.contextMap[context.id] = context;
return this._addObject(context);
}
contextManager.start = function()
{
var len = this.objects.length;
for(var i = 0; i < len; ++i)
{
// set the current context
contextManager.currentCtx = this.objects[i];
this.objects[i].ctxStateManager.PushState(this.objects[i].startUpState);
}
}
contextManager.forEach = function(cb)
{
var len = this.objects.length;
for(var i = 0; i < len; ++i)
{
cb(this.objects[i]);
}
}
this.getContext = function( optCanvasID )
{
if(!optCanvasID)
{
return contextManager.currentCtx;
}
else
{
return contextManager.contextMap[optCanvasID];
}
}
this.clearContext = function( canvasID )
{
contextManager.contextMap[canvasID] = undefined;
}
/*
* give the contextID (canvas id) of the context to set
*/
this.setContext = function( contextID )
{
contextManager.currentCtx = contextManager.contextMap[contextID];
}
this.tickContext = function(contextID) {
var savedCtx = contextManager.currentCtx;
contextManager.currentCtx = contextManager.contextMap[contextID];
this.objects[i].ctxStateManager.tick(dt);
contextManager.currentCtx = savedCtx;
}
this.remapAssetFolder = function( url )
{
var searchStr = "assets/";
var index = url.indexOf( searchStr );
var rtnPath = url;
if (index >= 0)
{
rtnPath = url.substr( index + searchStr.length );
rtnPath = this._assetPath + rtnPath;
}
return rtnPath;
}
}
/*
* Initialize the RDGE web engine
*/
Engine.prototype.init = function(userInitState, userRunState, canvasObject)
{
this.GlInit(canvasObject);
globalParamFuncSet = function(param)
{
this.data = param.data;
this.type =param.type;
this.set = function(v)
{
var len = this.data ? this.data.length : 0;
for(var i=0;i<len;++i)
this.data[i]=v[i];
}
this.get = function()
{
if( this.data.length == undefined )
{
return this.data;
}
else
{
return this.data.slice();
}
}
}
// light manager init before global parameters structure is reconfigured
this.lightManager = new LightManager(rdgeGlobalParameters.rdge_lights);
// added getter and setter to global uniforms
for(var p in rdgeGlobalParameters)
{
if(p != "rdge_lights")
{
rdgeGlobalParameters[p] = new globalParamFuncSet(rdgeGlobalParameters[p]);
}
else
{
var lights = rdgeGlobalParameters[p];
for(var l in lights)
{
rdgeGlobalParameters[l] = new globalParamFuncSet(lights[l]);
}
}
}
// initial window
this.lastWindowWidth = window.innerWidth;
this.lastWindowHeight = window.innerHeight;
// setup default render context
this.defaultContext = new RenderContext();
this.defaultContext.uniforms = [
{ 'name': "u_matAmbient", 'value': [0.02,0.02,0.02, 1.0] },
{ 'name': "u_matDiffuse", 'value': [1.0, 1.0, 1.0, 1.0] },
{ 'name': "u_matSpecular", 'value': [1.0, 1.0, 1.0, 1.0] },
{ 'name': "u_matShininess", 'value': [128.0] },
{ 'name': "u_matEmission", 'value': [0.0, 0.0, 0.0, 1.0] }
];
// startup the contexts
contextManager.start();
this.initializeComplete = true;
}
// shutdown the engine clears all states
Engine.prototype.Shutdown = function()
{
this.PopAll();
}
// initialize WebGL
Engine.prototype.GlInit = function( canvasObject)
{
// Initialize
var canvases = document.getElementsByTagName("canvas");
// transverse the canvases and create the contexts
var numCv = canvases.length;
for( var cvIdx = 0; cvIdx < numCv; ++cvIdx)
{
var canvas;
// if this canvas has a rdge attribute initialize the render context
var rdgeAttr = canvases[cvIdx].getAttribute("rdge");
if(rdgeAttr == "true")
{
// hack ~ while implementing multi-context
canvas = canvases[cvIdx];
this.registerCanvas(canvas);
}
}
/*
canvas.addEventListener("webglcontextlost", contextLostHandler, false);
canvas.addEventListener("webglcontextrestored", contextRestoredHandler, false);
*/
}
Engine.prototype.loadScene = function(name)
{
var url = "assets_web/mesh/" + name + ".json"
// if we are not in the load state than push it on again
if(contextManager.currentCtx.stateMan.currentState().name == "RunState")
{
contextManager.currentCtx.stateMan.PushState(contextManager.currentCtx.stateMan.RDGEInitState);
contextManager.currentCtx.loadScene(url, name);
}
}
Engine.prototype.getScene = function(name)
{
return contextManager.currentCtx.sceneGraphMap[name];
}
Engine.prototype.AddScene = function(name, sceneGraph)
{
contextManager.currentCtx.sceneGraphMap[name] = sceneGraph;
contextManager.currentCtx.currentScene = name;
}
Engine.prototype.createRDGEPanel=function()
{
var panel = new utilDbgPanel('tools','WebGL Viewer Settings');
panel.appendLabel("", "");
var panelID=panelObjectManager.addObject(panel) // adding to object manager will fill out the object async
return panelID;
}
Engine.prototype.getRDGEPanel=function(panelID)
{
return panelObjectManager.handleToObject(panelID);
}
Engine.prototype.registerCanvas = function(canvas, runState) {
if (canvas && this.getContext(canvas.rdgeid))
return;
canvas.renderer = new _renderer(canvas); // create the renderer for the context
this.canvasToRendererMap[canvas.rdgeid] = canvas; // store the canvas in the context map
canvas.renderer.id = canvas.rdgeid;
// configure the state manager for this context
var stateMan = new stateManager();
// add this context to the contextManager and attach the handle to DOM canvas for user retrieval
var context = new contextDef();
context.id = canvas.rdgeid;
context.renderer = canvas.renderer;
context.ctxStateManager = stateMan;
context.startUpState;
context.fpsTracker = new fpsTracker(canvas.rdgeid);
context.renderer.mvMatrix = mat4.identity();
context.renderer.invMvMatrix = mat4.identity();
context.renderer.projectionMatrix = mat4.identity();
context.renderer.normalMatrix = mat4.identity();
canvas.rdgeCtxHandle = contextManager.addObject(context);
// set new context as the current context so that when the runtime object is instantiated
// it can use the context during construction
var oldCtx = contextManager.currentCtx;
contextManager.currentCtx = context;
var _runState;
// check for runtime handlers
if (runState) {
_runState = runState;
}
else {
var runAttr = canvas.getAttribute("rdgerun");
if (runAttr) {
// make sure attribute is valid
if (!isValidObj(runAttr))
return;
try {
var state = eval(runAttr);
_runState = new state();
}
catch (err) {
window.console.error("The provided RDGE state object \"" + runAttr + "\" is not defined");
}
}
else {
_runState = {};
validateUserState(_runState);
}
}
// check for a scene
var sceneName = canvas.getAttribute("rdgescene");
// setup the RDGE states passing the user state or undefined
stateMan.RDGEInitState = new LoadState(_runState, context);
stateMan.RDGERunState = new RunState(_runState, context);
// fill out any user state missing methods with dummy methods
validateUserState(_runState);
if (sceneName) {
stateMan.RDGEInitState.sceneName = sceneName;
// run is now always the bottom state, loading can happen at any time
stateMan.PushState(stateMan.RDGERunState, "noInit");
context.startUpState = stateMan.RDGEInitState;
}
else {
context.startUpState = stateMan.RDGERunState;
}
if (this.initializeComplete) {
context.ctxStateManager.PushState(context.startUpState);
}
// restore previous context
// NOTE: Ninja requires this to be commented out!
// if (oldCtx)
// {
// contextManager.currentCtx = oldCtx;
// }
}
Engine.prototype.unregisterCanvas = function(canvas) {
stat.closePage(canvas.rdgeid + "_fps");
contextManager.removeObject(canvas.rdgeCtxHandle);
this.clearContext( canvas.rdgeid );
}
Engine.prototype.getCanvas = function( id )
{
return this.canvasToRendererMap[id];
}
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