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authorPushkar Joshi2012-03-06 17:04:40 -0800
committerPushkar Joshi2012-03-06 17:04:40 -0800
commit7a43958033906b2273de88bc2a26cda7a905d202 (patch)
treef71817e712c4b07a48257a4f0b206cf9033421df /js/helper-classes/backup-delete/GLWorld.js
parent264e3d8e6d3624083d2fab9fe2560234553bb2ad (diff)
parent2e3943a8f751ec572066f168b58464c24b9f29e5 (diff)
downloadninja-7a43958033906b2273de88bc2a26cda7a905d202.tar.gz
Merge branch 'master' into brushtool
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1/* <copyright>
2This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3No 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// globals
8var shaderProgramArray = new Array;
9var glContextArray = new Array;
10
11var vertexShaderSource = "";
12var fragmentShaderSource = "";
13
14var rdgeStarted = false;
15
16var nodeCounter = 0;
17var worldCounter = 0;
18
19
20///////////////////////////////////////////////////////////////////////
21// Class GLWorld
22// Manages display in a canvas
23///////////////////////////////////////////////////////////////////////
24function GLWorld( canvas, use3D )
25{
26 ///////////////////////////////////////////////////////////////////////
27 // Instance variables
28 ///////////////////////////////////////////////////////////////////////
29
30 // flag to do the drawing with WebGL
31 this._useWebGL = false;
32 if(use3D)
33 this._useWebGL = use3D;
34
35 this._canvas = canvas;
36 if (this._useWebGL)
37 this._glContext = canvas.getContext("experimental-webgl");
38 else
39 this._2DContext = canvas.getContext( "2d" );
40
41 this._viewportWidth = canvas.width;
42 this._viewportHeight = canvas.height;
43
44 // view parameters
45 this._fov = 45.0;
46 this._zNear = 0.1;
47 this._zFar = 100.0;
48 this._viewDist = 5.0;
49
50 // default light parameters
51 this._ambientLightColor = [0.1, 0.1, 0.1, 1.0];
52 this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0];
53 this._specularLightColor = [0.6, 0.6, 0.6, 1.0];
54 this._pointLightLoc = [0.0, 0.0, 0.05];
55
56 // default material properties. Material properties should be overridden
57 // by the materials used by the objects
58 this._materialShininess = 20.0;
59
60 this._geomRoot = undefined;
61
62 this._cameraMat = Matrix.I(4);
63 this._cameraMat[14] = 5.0;
64 this._cameraMatInv = Matrix.I(4);
65 this._cameraMatInv[14] = -5.0;
66
67 this._camera;
68
69 // keep a flag indicating whether a render has been completed.
70 // this allows us to turn off automatic updating if there are
71 // no animated materials
72 this._firstRender = true;
73
74 this._worldCount = worldCounter;
75 worldCounter++;
76
77 ///////////////////////////////////////////////////////////////////////
78 // Property accessors
79 ///////////////////////////////////////////////////////////////////////
80 this.getGLContext = function() { return this._glContext; }
81 this.setGLContext = function(gl) { this._glContext = gl; }
82
83 this.get2DContext = function() { return this._2DContext; }
84 this.set2DContext = function(c) { this._2DContext = c; }
85
86 this.getCanvas = function() { return this._canvas; }
87 this.setCanvas = function(c) { this._canvas = c; }
88
89 this.getShaderProgram = function() { return this._shaderProgram; }
90
91 this.getViewportWidth = function() { return this._viewportWidth; }
92 this.getViewportHeight = function() { return this._viewportHeight; }
93
94 this.getAspect = function() { return this._viewportWidth/this._viewportHeight; }
95
96 this.getGeomRoot = function() { return this._geomRoot; }
97 this.getZNear = function() { return this._zNear; }
98 this.getZFar = function() { return this._zFar; }
99 this.getFOV = function() { return this._fov; }
100
101 this.getCamera = function() { return this._camera; }
102
103 this.getCameraMat = function() { return this._cameraMat.slice(0); }
104 this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); }
105
106 this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); }
107
108 this.getViewDistance = function() { return this._viewDist; }
109
110 this.getRootNode = function() { return this._rootNode; }
111 this.setRootNode = function(r) { this._rootNode = r; }
112
113 this.isWebGL = function() { return this._useWebGL; }
114
115 this.getRenderer = function() { return this.renderer; }
116
117 ////////////////////////////////////////////////////////////////////////////////////
118 // RDGE
119 // local variables
120 this.myScene = null;
121 this.elapsed = 0;
122 this.light = null;
123 this.light2 = null;
124 this.fillShader = null;
125 this.strokeShader = null;
126 this.renderer = null;
127
128 // keep an array of texture maps that need to be loaded
129 this._texMapsToLoad = [];
130 this._allMapsLoaded = true;
131
132 // this is the node to which objects get hung
133 this._rootNode;
134
135 // set up the camera matrix
136 var camMat = Matrix.I(4);
137 camMat[14] = this.getViewDistance();
138 this.setCameraMat( camMat );
139
140 // post-load processing of the scene
141 this.init = function()
142 {
143 var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
144 ctx2 = g_Engine.getContext();
145 if (ctx1 != ctx2) console.log( "***** different contexts *****" );
146 this.renderer = ctx1.renderer;
147 this.renderer._world = this;
148
149 // create a camera, set its perspective, and then point it at the origin
150 var cam = new camera();
151 this._camera = cam;
152 cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar());
153 cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up());
154
155 // make this camera the active camera
156 this.renderer.cameraManager().setActiveCamera(cam);
157
158 // change clear color
159 //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT);
160 this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]);
161 //this.renderer.NinjaWorld = this;
162
163 // create an empty scene graph
164 this.myScene = new SceneGraph();
165
166 // create some lights
167 // light 1
168 this.light = createLightNode("myLight");
169 this.light.setPosition([0,0,1.2]);
170 this.light.setDiffuseColor([0.75,0.9,1.0,1.0]);
171
172 // light 2
173 this.light2 = createLightNode("myLight2");
174 this.light2.setPosition([-0.5,0,1.2]);
175 this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]);
176
177 // create a light transform
178 var lightTr = createTransformNode("lightTr");
179
180 // create and attach a material - materials hold the light data
181 lightTr.attachMaterial(createMaterialNode("lights"));
182
183 // enable light channels 1, 2 - channel 0 is used by the default shader
184 lightTr.materialNode.enableLightChannel(1, this.light);
185 lightTr.materialNode.enableLightChannel(2, this.light2);
186
187 // all added objects are parented to the light node
188 this._rootNode = lightTr;
189
190 // add the light node to the scene
191 this.myScene.addNode(lightTr);
192
193 // Add the scene to the engine - necessary if you want the engine to draw for you
194 //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene);
195 var name = this._canvas.getAttribute( "data-RDGE-id" );
196 g_Engine.AddScene("myScene" + name, this.myScene);
197 }
198
199 // main code for handling user interaction and updating the scene
200 this.update = function(dt)
201 {
202 if (!dt) dt = 0.2;
203
204 dt = 0.01; // use our own internal throttle
205 this.elapsed += dt;
206
207 if (this._useWebGL)
208 {
209 // changed the global position uniform of light 0, another way to change behavior of a light
210 rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]);
211
212 // orbit the light nodes around the boxes
213 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.