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author | John Mayhew | 2012-04-02 16:28:39 -0700 |
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committer | John Mayhew | 2012-04-02 16:28:39 -0700 |
commit | b4155fb4c33675a8a7cd37473513718043fdf0ba (patch) | |
tree | 3d8c802473f2395d53d599ec9d8b70b60a4db50c /assets/canvas-runtime.js | |
parent | 5ba9aeac94c86049423fd5d4b37b277263939c13 (diff) | |
parent | c6de22bf42be90b403491b5f87b1818d9020310c (diff) | |
download | ninja-b4155fb4c33675a8a7cd37473513718043fdf0ba.tar.gz |
Merge branch 'master' of github.com:Motorola-Mobility/ninja-internal into WorkingBranch
Conflicts:
js/helper-classes/RDGE/rdge-compiled.js
js/helper-classes/RDGE/runtime/GLRuntime.js
js/helper-classes/RDGE/src/core/script/MeshManager.js
js/helper-classes/RDGE/src/core/script/engine.js
js/helper-classes/RDGE/src/core/script/fx/ssao.js
js/helper-classes/RDGE/src/core/script/init_state.js
js/helper-classes/RDGE/src/core/script/run_state.js
js/helper-classes/RDGE/src/core/script/scenegraphNodes.js
js/helper-classes/RDGE/src/core/script/utilities.js
js/helper-classes/RDGE/src/tools/compile-rdge-core.bat
js/helper-classes/RDGE/src/tools/compile-rdge-core.sh
js/helper-classes/RDGE/src/tools/rdge-compiled.js
js/lib/drawing/world.js
js/lib/rdge/materials/bump-metal-material.js
js/lib/rdge/materials/deform-material.js
js/lib/rdge/materials/flat-material.js
js/lib/rdge/materials/fly-material.js
js/lib/rdge/materials/julia-material.js
js/lib/rdge/materials/keleidoscope-material.js
js/lib/rdge/materials/linear-gradient-material.js
js/lib/rdge/materials/mandel-material.js
js/lib/rdge/materials/plasma-material.js
js/lib/rdge/materials/pulse-material.js
js/lib/rdge/materials/radial-blur-material.js
js/lib/rdge/materials/radial-gradient-material.js
js/lib/rdge/materials/relief-tunnel-material.js
js/lib/rdge/materials/square-tunnel-material.js
js/lib/rdge/materials/star-material.js
js/lib/rdge/materials/taper-material.js
js/lib/rdge/materials/tunnel-material.js
js/lib/rdge/materials/twist-material.js
js/lib/rdge/materials/twist-vert-material.js
js/lib/rdge/materials/uber-material.js
js/lib/rdge/materials/water-material.js
js/lib/rdge/materials/z-invert-material.js
js/preloader/Preloader.js
Diffstat (limited to 'assets/canvas-runtime.js')
-rw-r--r-- | assets/canvas-runtime.js | 1633 |
1 files changed, 1633 insertions, 0 deletions
diff --git a/assets/canvas-runtime.js b/assets/canvas-runtime.js new file mode 100644 index 00000000..f53a4ef6 --- /dev/null +++ b/assets/canvas-runtime.js | |||
@@ -0,0 +1,1633 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | |||
9 | /////////////////////////////////////////////////////////////////////// | ||
10 | //Loading webGL/canvas data | ||
11 | function initWebGl (rootElement, directory) { | ||
12 | var cvsDataMngr, ninjaWebGlData = JSON.parse((document.querySelectorAll(['script[data-ninja-webgl]'])[0].innerHTML.replace('(', '')).replace(')', '')); | ||
13 | if (ninjaWebGlData && ninjaWebGlData.data) { | ||
14 | for (var n=0; ninjaWebGlData.data[n]; n++) { | ||
15 | ninjaWebGlData.data[n] = unescape(ninjaWebGlData.data[n]); | ||
16 | } | ||
17 | } | ||
18 | //Creating data manager | ||
19 | cvsDataMngr = new CanvasDataManager(); | ||
20 | //Loading data to canvas(es) | ||
21 | cvsDataMngr.loadGLData(rootElement, ninjaWebGlData.data, directory); | ||
22 | } | ||
23 | |||
24 | /////////////////////////////////////////////////////////////////////// | ||
25 | // Class ShapeRuntime | ||
26 | // Manages runtime shape display | ||
27 | /////////////////////////////////////////////////////////////////////// | ||
28 | function CanvasDataManager() | ||
29 | { | ||
30 | this.loadGLData = function(root, valueArray, assetPath ) | ||
31 | { | ||
32 | if (assetPath) | ||
33 | this._assetPath = assetPath.slice(); | ||
34 | |||
35 | var value = valueArray; | ||
36 | var nWorlds = value.length; | ||
37 | for (var i=0; i<nWorlds; i++) | ||
38 | { | ||
39 | var importStr = value[i]; | ||
40 | |||
41 | // there should be some version information in | ||
42 | // the form of 'v0.0;' Pull that off. (the trailing ';' should | ||
43 | // be in the first 24 characters). | ||
44 | var index = importStr.indexOf( ';' ); | ||
45 | if ((importStr[0] === 'v') && (index < 24)) | ||
46 | { | ||
47 | // JSON format. pull off the version info | ||
48 | importStr = importStr.substr( index+1 ); | ||
49 | |||
50 | var jObj = JSON.parse( importStr ); | ||
51 | var id = jObj.id; | ||
52 | if (id) | ||
53 | { | ||
54 | var canvas = this.findCanvasWithID( id, root ); | ||
55 | if (canvas) | ||
56 | { | ||
57 | new GLRuntime( canvas, jObj, assetPath ); | ||
58 | } | ||
59 | } | ||
60 | } | ||
61 | } | ||
62 | } | ||
63 | |||
64 | this.collectGLData = function( elt, dataArray ) | ||
65 | { | ||
66 | if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld) | ||
67 | { | ||
68 | var data = elt.elementModel.shapeModel.GLWorld.export( true ); | ||
69 | dataArray.push( data ); | ||
70 | } | ||
71 | |||
72 | if (elt.children) | ||
73 | { | ||
74 | var nKids = elt.children.length; | ||
75 | for (var i=0; i<nKids; i++) | ||
76 | { | ||
77 | var child = elt.children[i]; | ||
78 | this.collectGLData( child, dataArray ); | ||
79 | } | ||
80 | } | ||
81 | } | ||
82 | |||
83 | this.findCanvasWithID = function( id, elt ) | ||
84 | { | ||
85 | var cid = elt.getAttribute( "data-RDGE-id" ); | ||
86 | if (cid == id) return elt; | ||
87 | |||
88 | if (elt.children) | ||
89 | { | ||
90 | var nKids = elt.children.length; | ||
91 | for (var i=0; i<nKids; i++) | ||
92 | { | ||
93 | var child = elt.children[i]; | ||
94 | var foundElt = this.findCanvasWithID( id, child ); | ||
95 | if (foundElt) return foundElt; | ||
96 | } | ||
97 | } | ||
98 | } | ||
99 | } | ||
100 | |||
101 | /////////////////////////////////////////////////////////////////////// | ||
102 | // Class GLRuntime | ||
103 | // Manages runtime fora WebGL canvas | ||
104 | /////////////////////////////////////////////////////////////////////// | ||
105 | function GLRuntime( canvas, jObj, assetPath ) | ||
106 | { | ||
107 | /////////////////////////////////////////////////////////////////////// | ||
108 | // Instance variables | ||
109 | /////////////////////////////////////////////////////////////////////// | ||
110 | this._canvas = canvas; | ||
111 | this._context = null; | ||
112 | //this._importStr = importStr; | ||
113 | this._jObj = jObj; | ||
114 | |||
115 | this.renderer = null; | ||
116 | this.myScene = null; | ||
117 | this.light = null; | ||
118 | this.light2 = null; | ||
119 | this._rootNode = null; | ||
120 | |||
121 | this._firstRender = true; | ||
122 | this._initialized = false; | ||
123 | |||
124 | this._useWebGL = false; | ||
125 | |||
126 | // view parameters | ||
127 | this._fov = 45.0; | ||
128 | this._zNear = 0.1; | ||
129 | this._zFar = 100.0; | ||
130 | this._viewDist = 5.0; | ||
131 | |||
132 | this.elapsed = 0; | ||
133 | |||
134 | this._aspect = canvas.width/canvas.height; | ||
135 | |||
136 | this._geomRoot = null; | ||
137 | |||
138 | // all "live" materials | ||
139 | this._materials = []; | ||
140 | |||
141 | // provide the mapping for the asset directory | ||
142 | if (assetPath) | ||
143 | { | ||
144 | this._assetPath = assetPath.slice(); | ||
145 | if (this._assetPath[this._assetPath.length-1] != '/') | ||
146 | this._assetPath += '/'; | ||
147 | } | ||
148 | |||
149 | /////////////////////////////////////////////////////////////////////// | ||
150 | // accessors | ||
151 | /////////////////////////////////////////////////////////////////////// | ||
152 | this.getZNear = function() { return this._zNear; } | ||
153 | this.getZFar = function() { return this._zFar; } | ||
154 | this.getFOV = function() { return this._fov; } | ||
155 | this.getAspect = function() { return this._aspect; } | ||
156 | this.getViewDistance = function() { return this._viewDist; } | ||
157 | |||
158 | this.get2DContext = function() { return this._context; } | ||
159 | |||
160 | this.getViewportWidth = function() { return this._canvas.width; } | ||
161 | this.getViewportHeight = function() { return this._canvas.height; } | ||
162 | |||
163 | /////////////////////////////////////////////////////////////////////// | ||
164 | // accessors | ||
165 | /////////////////////////////////////////////////////////////////////// | ||
166 | this.loadScene = function() | ||
167 | { | ||
168 | var jObj = this._jObj; | ||
169 | if (!jObj.children || (jObj.children.length != 1)) | ||
170 | throw new Error( "ill-formed JSON for runtime load: " + jObj ); | ||
171 | var root = jObj.children[0]; | ||
172 | |||
173 | // parse the data | ||
174 | if (jObj.scenedata) | ||
175 | { | ||
176 | this._useWebGL = true; | ||
177 | |||
178 | var rdgeStr = jObj.scenedata; | ||
179 | this.myScene.importJSON( rdgeStr ); | ||
180 | this.importObjects( root ); | ||
181 | this.linkMaterials( this._geomRoot ); | ||
182 | this.initMaterials(); | ||
183 | this.linkLights(); | ||
184 | } | ||
185 | else | ||
186 | { | ||
187 | this._context = this._canvas.getContext( "2d" ); | ||
188 | this.importObjects( root ); | ||
189 | this.render(); | ||
190 | } | ||
191 | } | ||
192 | |||
193 | this.init = function() | ||
194 | { | ||
195 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
196 | ctx2 = g_Engine.getContext(); | ||
197 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
198 | this.renderer = ctx1.renderer; | ||
199 | |||
200 | // create a camera, set its perspective, and then point it at the origin | ||
201 | var cam = new camera(); | ||
202 | this._camera = cam; | ||
203 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
204 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
205 | |||
206 | // make this camera the active camera | ||
207 | this.renderer.cameraManager().setActiveCamera(cam); | ||
208 | |||
209 | // change clear color | ||
210 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | ||
211 | |||
212 | // create an empty scene graph | ||
213 | this.myScene = new SceneGraph(); | ||
214 | |||
215 | // load the scene graph data | ||
216 | this.loadScene(); | ||
217 | |||
218 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
219 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); | ||
220 | g_Engine.AddScene(name, this.myScene); | ||
221 | |||
222 | this._initialized = true; | ||
223 | } | ||
224 | |||
225 | // main code for handling user interaction and updating the scene | ||
226 | this.update = function(dt) | ||