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author | Valerio Virgillito | 2012-03-13 11:15:34 -0700 |
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committer | Valerio Virgillito | 2012-03-13 11:15:34 -0700 |
commit | f6b958360d82854bdaf51848e7fd715d1f633179 (patch) | |
tree | 80f6c08bb730089bdd3f26310df8d2363f9ba863 /js/helper-classes/RDGE/runtime/GLRuntime.js | |
parent | c24f58c10231c30d3a8a4c9fb9a4f395dd746180 (diff) | |
parent | 4d7b86f55c504ee4e8c2460cf6b60cb9a2cf18f0 (diff) | |
download | ninja-f6b958360d82854bdaf51848e7fd715d1f633179.tar.gz |
Merge pull request #105 from joseeight/FileIO-Build-Candidate
File I/O adding webGL/canvas data functionality
Diffstat (limited to 'js/helper-classes/RDGE/runtime/GLRuntime.js')
-rw-r--r-- | js/helper-classes/RDGE/runtime/GLRuntime.js | 159 |
1 files changed, 0 insertions, 159 deletions
diff --git a/js/helper-classes/RDGE/runtime/GLRuntime.js b/js/helper-classes/RDGE/runtime/GLRuntime.js deleted file mode 100644 index 5c99be02..00000000 --- a/js/helper-classes/RDGE/runtime/GLRuntime.js +++ /dev/null | |||
@@ -1,159 +0,0 @@ | |||
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 | // Class GLRuntime | ||
11 | // Manages runtime fora WebGL canvas | ||
12 | /////////////////////////////////////////////////////////////////////// | ||
13 | function GLRuntime( canvas, importStr ) | ||
14 | { | ||
15 | /////////////////////////////////////////////////////////////////////// | ||
16 | // Instance variables | ||
17 | /////////////////////////////////////////////////////////////////////// | ||
18 | this._canvas = canvas; | ||
19 | this._importStr = importStr; | ||
20 | |||
21 | this.renderer = null; | ||
22 | this.myScene = null; | ||
23 | this.light = null; | ||
24 | this.light2 = null; | ||
25 | this._rootNode = null; | ||
26 | |||
27 | this._firstRender = true; | ||
28 | |||
29 | /////////////////////////////////////////////////////////////////////// | ||
30 | // initialization code | ||
31 | /////////////////////////////////////////////////////////////////////// | ||
32 | var id = canvas.getAttribute( "data-RDGE-id" ); | ||
33 | canvas.rdgeid = id; | ||
34 | g_Engine.registerCanvas(canvas, this); | ||
35 | RDGEStart( canvas ); | ||
36 | |||
37 | this.loadScene = function() | ||
38 | { | ||
39 | // parse the data | ||
40 | // the GL runtime must start with a "sceneData: " | ||
41 | var index = importStr.indexOf( "scenedata: " ); | ||
42 | if (index >= 0) | ||
43 | { | ||
44 | var rdgeStr = importStr.substr( index+11 ); | ||
45 | var endIndex = rdgeStr.indexOf( "endscene\n" ); | ||
46 | if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); | ||
47 | var len = endIndex - index + 11; | ||
48 | rdgeStr = rdgeStr.substr( 0, endIndex ); | ||
49 | |||
50 | this.myScene.importJSON( rdgeStr ); | ||
51 | } | ||
52 | } | ||
53 | |||
54 | this.init = function() | ||
55 | { | ||
56 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
57 | ctx2 = g_Engine.getContext(); | ||
58 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
59 | this.renderer = ctx1.renderer; | ||
60 | |||
61 | // create a camera, set its perspective, and then point it at the origin | ||
62 | var cam = new camera(); | ||
63 | this._camera = cam; | ||
64 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
65 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
66 | |||
67 | // make this camera the active camera | ||
68 | this.renderer.cameraManager().setActiveCamera(cam); | ||
69 | |||
70 | // change clear color | ||
71 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | ||
72 | |||
73 | // create an empty scene graph | ||
74 | this.myScene = new SceneGraph(); | ||
75 | this.loadScene(); | ||
76 | |||
77 | /* | ||
78 | // create some lights | ||
79 | // light 1 | ||
80 | this.light = createLightNode("myLight"); | ||
81 | this.light.setPosition([0,0,1.2]); | ||
82 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); | ||
83 | |||
84 | // light 2 | ||
85 | this.light2 = createLightNode("myLight2"); | ||
86 | this.light2.setPosition([-0.5,0,1.2]); | ||
87 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); | ||
88 | |||
89 | // create a light transform | ||
90 | var lightTr = createTransformNode("lightTr"); | ||
91 | |||
92 | // create and attach a material - materials hold the light data | ||
93 | lightTr.attachMaterial(createMaterialNode("lights")); | ||
94 | |||
95 | // enable light channels 1, 2 - channel 0 is used by the default shader | ||
96 | lightTr.materialNode.enableLightChannel(1, this.light); | ||
97 | lightTr.materialNode.enableLightChannel(2, this.light2); | ||
98 | |||
99 | // all added objects are parented to the light node | ||
100 | this._rootNode = lightTr; | ||
101 | |||
102 | // add the light node to the scene | ||
103 | this.myScene.addNode(lightTr); | ||
104 | */ | ||
105 | |||
106 | // load the scene graph data | ||
107 | |||
108 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
109 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); | ||
110 | g_Engine.AddScene(name, this.myScene); | ||
111 | } | ||
112 | |||
113 | // main code for handling user interaction and updating the scene | ||
114 | this.update = function(dt) | ||
115 | { | ||
116 | if (!dt) dt = 0.2; | ||
117 | |||
118 | dt = 0.01; // use our own internal throttle | ||
119 | this.elapsed += dt; | ||
120 | |||
121 | // changed the global position uniform of light 0, another way to change behavior of a light | ||
122 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | ||
123 | |||
124 | // orbit the light nodes around the boxes | ||
125 | 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)]); | ||
126 | 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)]); | ||
127 | |||
128 | // now update all the nodes in the scene | ||
129 | this.myScene.update(dt); | ||
130 | } | ||
131 | |||
132 | // defining the draw function to control how the scene is rendered | ||
133 | this.draw = function() | ||
134 | { | ||
135 | g_Engine.setContext( this._canvas.rdgeid ); | ||
136 | |||
137 | var ctx = g_Engine.getContext(); | ||
138 | var renderer = ctx.renderer; | ||
139 | if (renderer.unloadedTextureCount <= 0) | ||
140 | { | ||
141 | renderer.disableCulling(); | ||
142 | renderer._clear(); | ||
143 | this.myScene.render(); | ||
144 | |||
145 | if (this._firstRender) | ||
146 | { | ||
147 | if (this._canvas.task) | ||
148 | { | ||
149 | this._firstRender = false; | ||
150 | this._canvas.task.stop(); | ||
151 | } | ||
152 | } | ||
153 | } | ||
154 | } | ||
155 | } | ||
156 | |||
157 | |||
158 | |||
159 | |||