diff options
author | Eric Guzman | 2012-03-17 00:05:14 -0700 |
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committer | Eric Guzman | 2012-03-17 00:05:14 -0700 |
commit | a3192d8bc0f8c0698265817c14dcd2284fd89d7d (patch) | |
tree | 497ac55f550ed52f9d73b464aafb2aa6cb5f5038 /assets | |
parent | a6a6f9bcc5ff92f5bb5e9275336dfaec2d8e8f4c (diff) | |
parent | 954f5a13e371febcb1c0fb8015c577ee51c23130 (diff) | |
download | ninja-a3192d8bc0f8c0698265817c14dcd2284fd89d7d.tar.gz |
Merge branch 'refs/heads/master' into AddAnimationsLibrary
Conflicts:
js/panels/presets/default-transition-presets.js
Diffstat (limited to 'assets')
-rw-r--r-- | assets/canvas-runtime.js | 1563 | ||||
-rw-r--r-- | assets/descriptor.json | 41 | ||||
-rwxr-xr-x | assets/rdge-compiled.js | 90 | ||||
-rw-r--r-- | assets/shaders/plasma.frag.glsl | 4 |
4 files changed, 1640 insertions, 58 deletions
diff --git a/assets/canvas-runtime.js b/assets/canvas-runtime.js new file mode 100644 index 00000000..fd823f35 --- /dev/null +++ b/assets/canvas-runtime.js | |||
@@ -0,0 +1,1563 @@ | |||
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 | var startIndex = importStr.indexOf( "id: " ); | ||
41 | if (startIndex >= 0) | ||
42 | { | ||
43 | var endIndex = importStr.indexOf( "\n", startIndex ); | ||
44 | if (endIndex > 0) | ||
45 | { | ||
46 | var id = importStr.substring( startIndex+4, endIndex ); | ||
47 | var canvas = this.findCanvasWithID( id, root ); | ||
48 | if (canvas) | ||
49 | { | ||
50 | var rt = new GLRuntime( canvas, importStr, assetPath ); | ||
51 | } | ||
52 | } | ||
53 | } | ||
54 | } | ||
55 | } | ||
56 | |||
57 | this.collectGLData = function( elt, dataArray ) | ||
58 | { | ||
59 | if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld) | ||
60 | { | ||
61 | var data = elt.elementModel.shapeModel.GLWorld.export( true ); | ||
62 | dataArray.push( data ); | ||
63 | } | ||
64 | |||
65 | if (elt.children) | ||
66 | { | ||
67 | var nKids = elt.children.length; | ||
68 | for (var i=0; i<nKids; i++) | ||
69 | { | ||
70 | var child = elt.children[i]; | ||
71 | this.collectGLData( child, dataArray ); | ||
72 | } | ||
73 | } | ||
74 | } | ||
75 | |||
76 | this.findCanvasWithID = function( id, elt ) | ||
77 | { | ||
78 | var cid = elt.getAttribute( "data-RDGE-id" ); | ||
79 | if (cid == id) return elt; | ||
80 | |||
81 | if (elt.children) | ||
82 | { | ||
83 | var nKids = elt.children.length; | ||
84 | for (var i=0; i<nKids; i++) | ||
85 | { | ||
86 | var child = elt.children[i]; | ||
87 | var foundElt = this.findCanvasWithID( id, child ); | ||
88 | if (foundElt) return foundElt; | ||
89 | } | ||
90 | } | ||
91 | } | ||
92 | } | ||
93 | |||
94 | /////////////////////////////////////////////////////////////////////// | ||
95 | // Class GLRuntime | ||
96 | // Manages runtime fora WebGL canvas | ||
97 | /////////////////////////////////////////////////////////////////////// | ||
98 | function GLRuntime( canvas, importStr, assetPath ) | ||
99 | { | ||
100 | /////////////////////////////////////////////////////////////////////// | ||
101 | // Instance variables | ||
102 | /////////////////////////////////////////////////////////////////////// | ||
103 | this._canvas = canvas; | ||
104 | this._context = null; | ||
105 | this._importStr = importStr; | ||
106 | |||
107 | this.renderer = null; | ||
108 | this.myScene = null; | ||
109 | this.light = null; | ||
110 | this.light2 = null; | ||
111 | this._rootNode = null; | ||
112 | |||
113 | this._firstRender = true; | ||
114 | this._initialized = false; | ||
115 | |||
116 | this._useWebGL = false; | ||
117 | |||
118 | // view parameters | ||
119 | this._fov = 45.0; | ||
120 | this._zNear = 0.1; | ||
121 | this._zFar = 100.0; | ||
122 | this._viewDist = 5.0; | ||
123 | |||
124 | this.elapsed = 0; | ||
125 | |||
126 | this._aspect = canvas.width/canvas.height; | ||
127 | |||
128 | this._geomRoot = null; | ||
129 | |||
130 | // all "live" materials | ||
131 | this._materials = []; | ||
132 | |||
133 | // provide the mapping for the asset directory | ||
134 | if (assetPath) | ||
135 | { | ||
136 | this._assetPath = assetPath.slice(); | ||
137 | if (this._assetPath[this._assetPath.length-1] != '/') | ||
138 | this._assetPath += '/'; | ||
139 | } | ||
140 | |||
141 | /////////////////////////////////////////////////////////////////////// | ||
142 | // accessors | ||
143 | /////////////////////////////////////////////////////////////////////// | ||
144 | this.getZNear = function() { return this._zNear; } | ||
145 | this.getZFar = function() { return this._zFar; } | ||
146 | this.getFOV = function() { return this._fov; } | ||
147 | this.getAspect = function() { return this._aspect; } | ||
148 | this.getViewDistance = function() { return this._viewDist; } | ||
149 | |||
150 | this.get2DContext = function() { return this._context; } | ||
151 | |||
152 | this.getViewportWidth = function() { return this._canvas.width; } | ||
153 | this.getViewportHeight = function() { return this._canvas.height; } | ||
154 | |||
155 | /////////////////////////////////////////////////////////////////////// | ||
156 | // accessors | ||
157 | /////////////////////////////////////////////////////////////////////// | ||
158 | this.loadScene = function() | ||
159 | { | ||
160 | // parse the data | ||
161 | // the GL runtime must start with a "sceneData: " | ||
162 | var index = importStr.indexOf( "scenedata: " ); | ||
163 | if (index >= 0) | ||
164 | { | ||
165 | this._useWebGL = true; | ||
166 | |||
167 | var rdgeStr = importStr.substr( index+11 ); | ||
168 | var endIndex = rdgeStr.indexOf( "endscene\n" ); | ||
169 | if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); | ||
170 | var len = endIndex - index + 11; | ||
171 | rdgeStr = rdgeStr.substr( 0, endIndex ); | ||
172 | |||
173 | this.myScene.importJSON( rdgeStr ); | ||
174 | this.importObjects( importStr ); | ||
175 | this.linkMaterials( this._geomRoot ); | ||
176 | this.initMaterials(); | ||
177 | this.linkLights(); | ||
178 | } | ||
179 | else | ||
180 | { | ||
181 | this._context = this._canvas.getContext( "2d" ); | ||
182 | this.importObjects( importStr ); | ||
183 | this.render(); | ||
184 | } | ||
185 | } | ||
186 | |||
187 | this.init = function() | ||
188 | { | ||
189 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
190 | ctx2 = g_Engine.getContext(); | ||
191 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
192 | this.renderer = ctx1.renderer; | ||
193 | |||
194 | // create a camera, set its perspective, and then point it at the origin | ||
195 | var cam = new camera(); | ||
196 | this._camera = cam; | ||
197 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
198 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
199 | |||
200 | // make this camera the active camera | ||
201 | this.renderer.cameraManager().setActiveCamera(cam); | ||
202 | |||
203 | // change clear color | ||
204 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | ||
205 | |||
206 | // create an empty scene graph | ||
207 | this.myScene = new SceneGraph(); | ||
208 | |||
209 | // load the scene graph data | ||
210 | this.loadScene(); | ||
211 | |||
212 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
213 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); | ||
214 | g_Engine.AddScene(name, this.myScene); | ||
215 | |||
216 | this._initialized = true; | ||
217 | } | ||
218 | |||
219 | // main code for handling user interaction and updating the scene | ||
220 | this.update = function(dt) | ||
221 | { | ||
222 | if (this._initialized) | ||
223 | { | ||
224 | if (!dt) dt = 0.2; | ||
225 | |||
226 | dt = 0.01; // use our own internal throttle | ||
227 | this.elapsed += dt; | ||
228 | |||
229 | // changed the global position uniform of light 0, another way to change behavior of a light | ||
230 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | ||