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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> */
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<nMats; i++)
{
var mat = this._materials[i];
mat.update();
}
}
// 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();
}
}
}
}
}
this.importObjects = function( importStr, parent )
{
var index = importStr.indexOf( "OBJECT\n", 0 );
while (index >= 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<nMats; i++)
{
var mat = matArray[i];
var nodeName = mat._materialNodeName;
var matNode = this.findMaterialNode( nodeName, this.myScene.scene );
if (matNode)
{
mat._materialNode = matNode;
mat._shader = matNode.shaderProgram;
this._materials.push( mat );
}
}
}
this.initMaterials = function()
{
var nMats = this._materials.length;
for (var i=0; i<nMats; i++)
{
var mat = this._materials[i];
mat.init();
}
}
this.findMaterialNode = function( nodeName, node )
{
if (node.transformNode)
node = node.transformNode;
if (node.materialNode)
{
if (nodeName === node.materialNode.name) return node.materialNode;
}
if (node.children)
{
var nKids = node.children.length;
for (var i=0; i<nKids; i++)
{
var child = node.children[i];
var rtnNode = this.findMaterialNode( nodeName, child );
if (rtnNode) return rtnNode;
}
}
}
this.render = function( obj )
{
if (!obj) obj = this._geomRoot;
obj.render();
if (obj.children)
{
var nKids = obj.children.length;
for (var i=0; i<nKids; i++)
{
var child = obj.children[i];
if (child)
this.render( child );
}
}
}
// start RDGE or load Canvas 2D objects
var index = importStr.indexOf( "scenedata: " );
this._useWebGL = (index >= 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;
}
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