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/* <copyright>
Copyright (c) 2012, Motorola Mobility, Inc
All Rights Reserved.
BSD License.

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 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 OWNER 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.
</copyright> */

// RDGE namespaces
var RDGE = RDGE || {};


/*
// Methods not currently used in Ninja
RDGE.getRandColor = function () {
  var r = Math.random();
  var g = Math.random();
  var b =Math.random();

  return [r, g, b, 1.0];
};

RDGE.unProject = function (winx, winy, winz, modelMatrix, projMatrix, viewport) {
    var inVal   = [0,0,0,0];

    var finalMatrix = RDGE.mat4.mul(modelMatrix, projMatrix);

    finalMatrix = RDGE.mat4.inverse(finalMatrix);
    if(!finalMatrix)
      return  null;

    inVal[0]=winx;
    inVal[1]=winy;
    inVal[2]=winz;
    inVal[3]=1.0;

    // Map x and y from window coordinates
    inVal[0] = (inVal[0] - viewport[0]) / viewport[2];
    inVal[1] = (inVal[1] - viewport[1]) / viewport[3];

    // Map to range -1 to 1
    inVal[0] = inVal[0] * 2 - 1;
    inVal[1] = inVal[1] * 2 - 1;
    inVal[2] = inVal[2] * 2 - 1;

    var v4Out = RDGE.mat4.transformPoint(finalMatrix, inVal);

    if (v4Out[3] <= 0.0001)
        return null;

    v4Out[0] /= v4Out[3];
    v4Out[1] /= v4Out[3];
    v4Out[2] /= v4Out[3];

    return [ v4Out[0], v4Out[1], v4Out[2] ];
};

RDGE.AABB2LineSegment = function (box, startPoint, endPoint) {
    c = RDGE.vec3.scale(RDGE.vec3.add(box.min, box.max), 0.5);
    e = RDGE.vec3.sub(box.max, box.min);
    d = RDGE.vec3.sub(endPoint, startPoint);
    m = RDGE.vec3.sub(startPoint, endPoint);
    m = RDGE.vec3.sub(m, box.min),
  m = RDGE.vec3.sub(m, box.max);

  var adx = Math.abs(d[0]);
  if( Math.abs(m[0]) > e[0] + adx ) return false;

  var ady = Math.abs(d[1]);
  if( Math.abs(m[1]) > e[1] + ady ) return false;

  var adz = Math.abs(d[2]);
  if( Math.abs(m[2]) > e[2] + adz ) return false;

  adx += 1.192092896e-07;
  ady += 1.192092896e-07;
  adz += 1.192092896e-07;

  if( Math.abs(m[1] * d[2] - m[2] * d[1]) > e[1] * adz + e[2] * ady ) return false;
  if( Math.abs(m[2] * d[0] - m[0] * d[2]) > e[0] * adz + e[2] * adx ) return false;
  if( Math.abs(m[0] * d[1] - m[1] * d[0]) > e[0] * ady + e[1] * adx ) return false;

  return true;
};

RDGE.hitTest = function (mesh, near, far) {
    // holds distance to the nearest BV
  var dist = null;
  var BV = null;

    for (var index = 0; index < mesh.BVL.length; index++) {
        if (AABB2LineSegment(mesh.BVL[index], near, far)) {
            var center = RDGE.vec3.scale(RDGE.vec3.add(mesh.BVL[index].min, mesh.BVL[index].max), 0.5);
            var newDist = RDGE.vec3.dot(RDGE.mat4.row(RDGE.globals.cam.world, 2), center);
            if (newDist < dist || dist == null) {
        dist = newDist;
        BV = mesh.BVL[index];
      }
    }
  }
  return BV;
};



*/








// loadShader
// 'shaderId' is the id of a <script> element containing the shader source string.
// Load this shader and return the WebGLShader object corresponding to it.
RDGE.loadShader = function (ctx, shaderType, shaderStr) {
  // pre-pend preprocessor settings
  var preProcessor = "#define PC\n"
  preProcessor += shaderStr;
  shaderStr = preProcessor;

    // Create the shader object
    var shader = ctx.createShader(shaderType);
    if (shader == null) {

        ctx.console.log("*** Error: unable to create shader '"+shaderType+"'");

        return null;
    }

    // Load the shader source
    ctx.shaderSource(shader, shaderStr);

    // Compile the shader
    ctx.compileShader(shader);

    // Check the compile status
    var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);
    if (!compiled) {
        // Something went wrong during compilation; get the error
        var error = ctx.getShaderInfoLog(shader);

        ctx.console.log("*** Error compiling shader '"+shaderType+"':"+error);

        ctx.deleteShader(shader);
        return null;
    }

    return shader;
};

// creates id for shader
RDGE.g_shaderCounter = 0;
RDGE.createShader = function (ctx, strVertShaderName, strFragShaderName, attribs) {
  var vShader = '', fShader = '';

  if (strVertShaderName.indexOf('{') != -1) {
    vShader = strVertShaderName;
    } else {
    var vshaderRequest = new XMLHttpRequest();
    vshaderRequest.open("GET", RDGE.globals.engine._assetPath+'shaders/' + strVertShaderName + '.glsl', false);
    vshaderRequest.send(null);
    vShader = vshaderRequest.responseText;
  }

  if (strFragShaderName.indexOf('{') != -1) {
    fShader = strFragShaderName;
    } else {
    var fshaderRequest = new XMLHttpRequest();
    fshaderRequest.open("GET", RDGE.globals.engine._assetPath+'shaders/' + strFragShaderName + '.glsl', false);
    fshaderRequest.send(null);
    fShader = fshaderRequest.responseText;
  }

  ctx.useProgram(null);
  // create our shaders
    var vertexShader = loadShader(ctx, ctx.VERTEX_SHADER, vShader);
    var fragmentShader = loadShader(ctx, ctx.FRAGMENT_SHADER, fShader);

    if (!vertexShader || !fragmentShader)
        return null;

    // Create the program object
    var program = ctx.createProgram();

    if (! program)
        return null;

    // Attach our two shaders to the program
    ctx.attachShader (program, vertexShader);
    ctx.attachShader (program, fragmentShader);

    // Bind attributes
    for (var i in attribs)
        ctx.bindAttribLocation (program, i, attribs[i]);

    // Link the program
    ctx.linkProgram(program);

    // Check the link status
    var linked = ctx.getProgramParameter( program, ctx.LINK_STATUS);
    if (!linked) {
        // something went wrong with the link
        var error = ctx.getProgramInfoLog (program);

        ctx.console.log("Error in program linking:"+error);


        ctx.deleteProgram(program);
        ctx.deleteProgram(fragmentShader);
        ctx.deleteProgram(vertexShader);

        return null;
    }

    program.shaderID = "Shader" + RDGE.g_shaderCounter++;
    program.vname = strVertShaderName;
    program.RDGEUniform = new RDGE.RDGEUniformInit();

  return program;
};

RDGE.getBaseURL = function () {
    var url = location.href;  // entire url including querystring - also: window.location.href;
    var baseURL = url.substring(0, url.indexOf('/', 14));

    if (baseURL.indexOf('http://localhost') != -1) {
        // Base Url for localhost
        var url = location.href;  // window.location.href;
        var pathname = location.pathname;  // window.location.pathname;
        var index1 = url.indexOf(pathname);
        var index2 = url.indexOf("/", index1 + 1);
        var baseLocalUrl = url.substr(0, index2);

        return baseLocalUrl + "/";
    }
    else {
        // Root Url for domain name
        return baseURL + "/";
    }
};