# Code coverage report for src/Scene.js

# all files / src/ Scene.js

71.9% Statements 151/210
60.19% Branches 65/108
75.76% Functions 25/33
71.9% Lines 151/210

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     import Node from './Node';
    import Light from './Light';
    import Camera from './Camera';
    import BoundingBox from './math/BoundingBox';
    import util from './core/util';
    import glmatrix from './dep/glmatrix';
    import LRUCache from './core/LRU';
    import Matrix4 from './math/Matrix4';
    var mat4 = glmatrix.mat4;

    var IDENTITY = mat4.create();
    var WORLDVIEW = mat4.create();

    var programKeyCache = {};

    function getProgramKey(lightNumbers) {
        var defineStr = [];
        var lightTypes = Object.keys(lightNumbers);
        lightTypes.sort();
        for (var i = 0; i < lightTypes.length; i++) {
            var lightType = lightTypes[i];
            defineStr.push(lightType + ' ' + lightNumbers[lightType]);
        }
        var key = defineStr.join('\n');

        if (programKeyCache[key]) {
            return programKeyCache[key];
        }

        var id = util.genGUID();
        programKeyCache[key] = id;
        return id;
    }

    function RenderList() {

        this.opaque = [];
        this.transparent = [];

        this._opaqueCount = 0;
        this._transparentCount = 0;
    }

    RenderList.prototype.startCount = function () {
        this._opaqueCount = 0;
        this._transparentCount = 0;
    };

    RenderList.prototype.add = function (object, isTransparent) {
        Iif (isTransparent) {
            this.transparent[this._transparentCount++] = object;
        }
        else {
            this.opaque[this._opaqueCount++] = object;
        }
    };

    RenderList.prototype.endCount = function () {
        this.transparent.length = this._transparentCount;
        this.opaque.length = this._opaqueCount;
    };

    /**
     * @typedef {Object} clay.Scene.RenderList
     * @property {Array.<clay.Renderable>} opaque
     * @property {Array.<clay.Renderable>} transparent
     */

    /**
     * @constructor clay.Scene
     * @extends clay.Node
     */
    var Scene = Node.extend(function () {
        return /** @lends clay.Scene# */ {
            /**
             * Global material of scene
             * @type {clay.Material}
             */
            material: null,

            lights: [],

            /**
             * Scene bounding box in view space.
             * Used when camera needs to adujst the near and far plane automatically
             * so that the view frustum contains the visible objects as tightly as possible.
             * Notice:
             *  It is updated after rendering (in the step of frustum culling passingly). So may be not so accurate, but saves a lot of calculation
             *
             * @type {clay.BoundingBox}
             */
            viewBoundingBoxLastFrame: new BoundingBox(),

            // Uniforms for shadow map.
            shadowUniforms: {},

            _cameraList: [],

            // Properties to save the light information in the scene
            // Will be set in the render function
            _lightUniforms: {},

            _previousLightNumber: {},

            _lightNumber: {
                // groupId: {
                    // POINT_LIGHT: 0,
                    // DIRECTIONAL_LIGHT: 0,
                    // SPOT_LIGHT: 0,
                    // AMBIENT_LIGHT: 0,
                    // AMBIENT_SH_LIGHT: 0
                // }
            },

            _lightProgramKeys: {},

            _nodeRepository: {},

            _renderLists: new LRUCache(20)

        };
    }, function () {
        this._scene = this;
    },
    /** @lends clay.Scene.prototype. */
    {

        // Add node to scene
        addToScene: function (node) {
            Iif (node instanceof Camera) {
                if (this._cameraList.length > 0) {
                    console.warn('Found multiple camera in one scene. Use the fist one.');
                }
                this._cameraList.push(node);
            }
            else if (node instanceof Light) {
                this.lights.push(node);
            }
            Eif (node.name) {
                this._nodeRepository[node.name] = node;
            }
        },

        // Remove node from scene
        removeFromScene: function (node) {
            var idx;
            Iif (node instanceof Camera) {
                idx = this._cameraList.indexOf(node);
                if (idx >= 0) {
                    this._cameraList.splice(idx, 1);
                }
            }
            else Iif (node instanceof Light) {
                idx = this.lights.indexOf(node);
                if (idx >= 0) {
                    this.lights.splice(idx, 1);
                }
            }
            Eif (node.name) {
                delete this._nodeRepository[node.name];
            }
        },

        /**
         * Get node by name
         * @param  {string} name
         * @return {Node}
         * @DEPRECATED
         */
        getNode: function (name) {
            return this._nodeRepository[name];
        },

        /**
         * Set main camera of the scene.
         * @param {claygl.Camera} camera
         */
        setMainCamera: function (camera) {
            var idx = this._cameraList.indexOf(camera);
            if (idx >= 0) {
                this._cameraList.splice(idx, 1);
            }
            this._cameraList.unshift(camera);
        },
        /**
         * Get main camera of the scene.
         */
        getMainCamera: function () {
            return this._cameraList[0];
        },

        getLights: function () {
            return this.lights;
        },

        updateLights: function () {
            var lights = this.lights;
            this._previousLightNumber = this._lightNumber;

            var lightNumber = {};
            for (var i = 0; i < lights.length; i++) {
                var light = lights[i];
                Iif (light.invisible) {
                    continue;
                }
                var group = light.group;
                if (!lightNumber[group]) {
                    lightNumber[group] = {};
                }
                // User can use any type of light
                lightNumber[group][light.type] = lightNumber[group][light.type] || 0;
                lightNumber[group][light.type]++;
            }
            this._lightNumber = lightNumber;

            for (var groupId in lightNumber) {
                this._lightProgramKeys[groupId] = getProgramKey(lightNumber[groupId]);
            }

            this._updateLightUniforms();
        },

        /**
         * Clone a node and it's children, including mesh, camera, light, etc.
         * Unlike using `Node#clone`. It will clone skeleton and remap the joints. Material will also be cloned.
         *
         * @param {clay.Node} node
         * @return {clay.Node}
         */
        cloneNode: function (node) {
            var newNode = node.clone();
            var clonedNodesMap = {};
            function buildNodesMap(sNode, tNode) {
                clonedNodesMap[sNode.__uid__] = tNode;

                for (var i = 0; i < sNode._children.length; i++) {
                    var sChild = sNode._children[i];
                    var tChild = tNode._children[i];
                    buildNodesMap(sChild, tChild);
                }
            }
            buildNodesMap(node, newNode);

            newNode.traverse(function (newChild) {
                Iif (newChild.skeleton) {
                    newChild.skeleton = newChild.skeleton.clone(clonedNodesMap);
                }
                Eif (newChild.material) {
                    newChild.material = newChild.material.clone();
                }
            });

            return newNode;
        },

        /**
         * Traverse the scene and add the renderable object to the render list.
         * It needs camera for the frustum culling.
         *
         * @param {clay.Camera} camera
         * @return {clay.Scene.RenderList}
         */
        updateRenderList: function (camera) {
            var id = camera.__uid__;
            var renderList = this._renderLists.get(id);
            if (!renderList) {
                renderList = new RenderList();
                this._renderLists.put(id, renderList);
            }
            renderList.startCount();

            this.viewBoundingBoxLastFrame.min.set(Infinity, Infinity, Infinity);
            this.viewBoundingBoxLastFrame.max.set(-Infinity, -Infinity, -Infinity);

            var sceneMaterialTransparent = this.material && this.material.transparent || false;
            this._doUpdateRenderList(this, camera, sceneMaterialTransparent, renderList);

            renderList.endCount();

            return renderList;
        },

        /**
         * Get render list. Used after {@link clay.Scene#updateRenderList}
         * @param {clay.Camera} camera
         * @return {clay.Scene.RenderList}
         */
        getRenderList: function (camera) {
            return this._renderLists.get(camera.__uid__);
        },

        _doUpdateRenderList: function (parent, camera, sceneMaterialTransparent, renderList) {
            Iif (parent.invisible) {
                return;
            }
            // TODO Optimize
            for (var i = 0; i < parent._children.length; i++) {
                var child = parent._children[i];

                if (child.isRenderable()) {
                    // Frustum culling
                    var worldM = child.isSkinnedMesh() ? IDENTITY : child.worldTransform.array;
                    var geometry = child.geometry;

                    mat4.multiplyAffine(WORLDVIEW, camera.viewMatrix.array, worldM);
                    Eif (!geometry.boundingBox || !this.isFrustumCulled(
                        child, camera, WORLDVIEW, camera.projectionMatrix.array
                    )) {
                        renderList.add(child, child.material.transparent || sceneMaterialTransparent);
                    }
                }
                if (child._children.length > 0) {
                    this._doUpdateRenderList(child, camera, sceneMaterialTransparent, renderList);
                }
            }
        },

        /**
         * If an scene object is culled by camera frustum
         *
         * Object can be a renderable or a light
         *
         * @param {clay.Node} object
         * @param {clay.Camera} camera
         * @param {Array.<number>} worldViewMat represented with array
         * @param {Array.<number>} projectionMat represented with array
         */
        isFrustumCulled: (function () {
            // Frustum culling
            // http://www.cse.chalmers.se/~uffe/vfc_bbox.pdf
            var cullingBoundingBox = new BoundingBox();
            var cullingMatrix = new Matrix4();
            return function (object, camera, worldViewMat, projectionMat) {
                // Bounding box can be a property of object(like light) or renderable.geometry
                // PENDING
                var geoBBox = object.boundingBox || object.geometry.boundingBox;
                cullingMatrix.array = worldViewMat;
                cullingBoundingBox.transformFrom(geoBBox, cullingMatrix);

                // Passingly update the scene bounding box
                // FIXME exclude very large mesh like ground plane or terrain ?
                // FIXME Only rendererable which cast shadow ?

                // FIXME boundingBox becomes much larger after transformd.
                Eif (object.castShadow) {
                    this.viewBoundingBoxLastFrame.union(cullingBoundingBox);
                }
                // Ignore frustum culling if object is skinned mesh.
                Eif (object.frustumCulling && !object.isSkinnedMesh())  {
                    Iif (!cullingBoundingBox.intersectBoundingBox(camera.frustum.boundingBox)) {
                        return true;
                    }

                    cullingMatrix.array = projectionMat;
                    if (
                        cullingBoundingBox.max.array[2] > 0 &&
                        cullingBoundingBox.min.array[2] < 0
                    ) {
                        // Clip in the near plane
                        cullingBoundingBox.max.array[2] = -1e-20;
                    }

                    cullingBoundingBox.applyProjection(cullingMatrix);

                    var min = cullingBoundingBox.min.array;
                    var max = cullingBoundingBox.max.array;

                    Iif (
                        max[0] < -1 || min[0] > 1
                        || max[1] < -1 || min[1] > 1
                        || max[2] < -1 || min[2] > 1
                    ) {
                        return true;
                    }
                }

                return false;
            };
        })(),

        _updateLightUniforms: function () {
            var lights = this.lights;
            // Put the light cast shadow before the light not cast shadow
            lights.sort(lightSortFunc);

            var lightUniforms = this._lightUniforms;
            for (var group in lightUniforms) {
                for (var symbol in lightUniforms[group]) {
                    lightUniforms[group][symbol].value.length = 0;
                }
            }
            for (var i = 0; i < lights.length; i++) {

                var light = lights[i];

                Iif (light.invisible) {
                    continue;
                }

                var group = light.group;

                for (var symbol in light.uniformTemplates) {
                    var uniformTpl = light.uniformTemplates[symbol];
                    var value = uniformTpl.value(light);
                    Iif (value == null) {
                        continue;
                    }
                    if (!lightUniforms[group]) {
                        lightUniforms[group] = {};
                    }
                    if (!lightUniforms[group][symbol]) {
                        lightUniforms[group][symbol] = {
                            type: '',
                            value: []
                        };
                    }
                    var lu = lightUniforms[group][symbol];
                    lu.type = uniformTpl.type + 'v';
                    switch (uniformTpl.type) {
                        case '1i':
                        case '1f':
                        case 't':
                            lu.value.push(value);
                            break;
                        case '2f':
                        case '3f':
                        case '4f':
                            for (var j = 0; j < value.length; j++) {
                                lu.value.push(value[j]);
                            }
                            break;
                        default:
                            console.error('Unkown light uniform type ' + uniformTpl.type);
                    }
                }
            }
        },

        getLightGroups: function () {
            var lightGroups = [];
            for (var groupId in this._lightNumber) {
                lightGroups.push(groupId);
            }
            return lightGroups;
        },

        getNumberChangedLightGroups: function () {
            var lightGroups = [];
            for (var groupId in this._lightNumber) {
                if (this.isLightNumberChanged(groupId)) {
                    lightGroups.push(groupId);
                }
            }
            return lightGroups;
        },

        // Determine if light group is different with since last frame
        // Used to determine whether to update shader and scene's uniforms in Renderer.render
        isLightNumberChanged: function (lightGroup) {
            var prevLightNumber = this._previousLightNumber;
            var currentLightNumber = this._lightNumber;
            // PENDING Performance
            for (var type in currentLightNumber[lightGroup]) {
                if (!prevLightNumber[lightGroup]) {
                    return true;
                }
                if (currentLightNumber[lightGroup][type] !== prevLightNumber[lightGroup][type]) {
                    return true;
                }
            }
            for (var type in prevLightNumber[lightGroup]) {
                if (!currentLightNumber[lightGroup]) {
                    return true;
                }
                if (currentLightNumber[lightGroup][type] !== prevLightNumber[lightGroup][type]) {
                    return true;
                }
            }
            return false;
        },

        getLightsNumbers: function (lightGroup) {
            return this._lightNumber[lightGroup];
        },

        getProgramKey: function (lightGroup) {
            return this._lightProgramKeys[lightGroup];
        },

        setLightUniforms: (function () {
            function setUniforms(uniforms, program, renderer) {
                for (var symbol in uniforms) {
                    var lu = uniforms[symbol];
                    if (lu.type === 'tv') {
                        Iif (!program.hasUniform(symbol)) {
                            continue;
                        }
                        var texSlots = [];
                        for (var i = 0; i < lu.value.length; i++) {
                            var texture = lu.value[i];
                            var slot = program.takeCurrentTextureSlot(renderer, texture);
                            texSlots.push(slot);
                        }
                        program.setUniform(renderer.gl, '1iv', symbol, texSlots);
                    }
                    else {
                        program.setUniform(renderer.gl, lu.type, symbol, lu.value);
                    }
                }
            }

            return function (program, lightGroup, renderer) {
                setUniforms(this._lightUniforms[lightGroup], program, renderer);
                // Set shadows
                setUniforms(this.shadowUniforms, program, renderer);
            };
        })(),

        /**
         * Dispose self, clear all the scene objects
         * But resources of gl like texuture, shader will not be disposed.
         * Mostly you should use disposeScene method in Renderer to do dispose.
         */
        dispose: function () {
            this.material = null;
            this._opaqueList = [];
            this._transparentList = [];

            this.lights = [];

            this._lightUniforms = {};

            this._lightNumber = {};
            this._nodeRepository = {};
        }
    });

    function lightSortFunc(a, b) {
        Iif (b.castShadow && !a.castShadow) {
            return true;
        }
    }

    export default Scene;