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authorJonathan Duran2012-03-06 11:38:39 -0800
committerJonathan Duran2012-03-06 11:38:39 -0800
commit342fb451bd251358068a0dcb10e9dc218b79a176 (patch)
treeaa0195d581c3934fb6dc09981506b3c070002806 /js/helper-classes/backup-delete/GLWorld.js
parent2815adfd7c19b3dff89dc3e1bda9af8d30dca8d6 (diff)
downloadninja-342fb451bd251358068a0dcb10e9dc218b79a176.tar.gz
Squashed commit of the following:
commit 1cd89d4d06e3a8f2c221628b19cf26a2c69f5d3f Author: Jose Antonio Marquez <kgq387@motorola.com> Date: Tue Mar 6 11:24:25 2012 -0800 Fixing WebGL not available bug commit 84332ab81c1b445195f1d9be8bbeae0725c8e758 Author: Valerio Virgillito <valerio@motorola.com> Date: Tue Mar 6 10:58:25 2012 -0800 Squashed commit of preload-fix into Master - Requiring all the previously pre-loaded files - RDGE, Codemirror and gl-matrix are not included via a script tag. Signed-off-by: Valerio Virgillito <valerio@motorola.com> commit 13f52cf0c74f53a919fa864f86669e8155f82961 Merge: dced508 abc04f3 Author: Valerio Virgillito <valerio@motorola.com> Date: Fri Mar 2 15:46:11 2012 -0800 Merge pull request #93 from imix23ways/Timeline Timeline: Critical bug fixes commit dced508bb19a7bcd467ff1b86b5df5bbec4be794 Merge: 0aeb400 cc772ef Author: Valerio Virgillito <valerio@motorola.com> Date: Fri Mar 2 15:45:35 2012 -0800 Merge pull request #92 from mqg734/WebGLFixes Selection Tool Fixes for elements flying off into space when they overlap commit 0aeb400070762cf01d83cf9f9ee25a5595098b7f Merge: ff0a956 aabb48a Author: Valerio Virgillito <valerio@motorola.com> Date: Fri Mar 2 14:05:21 2012 -0800 Merge pull request #94 from ericguzman/PresetsPanel Presets Panel - Fix single-click activation, and transition cut-off bug. commit cc772ef3333ed419d269a2bda7aea5b0150a7bd9 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Fri Mar 2 11:34:58 2012 -0800 Fixing flying off into space bug for translate tool too. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit abc04f3d50311ed1c21067344bc7e448686f8c5c Author: Jonathan Duran <jduran@motorola.com> Date: Fri Mar 2 11:26:25 2012 -0800 Timeline Fix timing function Signed-off-by: Jonathan Duran <jduran@motorola.com> commit aabb48a1c8d34bc968f4c6b0ffee4e31c1d5d286 Author: Eric Guzman <ericg@motorola.com> Date: Fri Mar 2 11:22:44 2012 -0800 Presets Panel - Fix single-click activation, and transition cut-off bug. Use double-click as the activation event for transition presets. Also fixed the bug when applying a style preset before the transition preset, which disabled transitions after the first one. commit f3207f39ea9d8c1c34246217a23d3a689671903d Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Fri Mar 2 11:21:29 2012 -0800 Don't draw transform handles if the stage is the target element. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit 5425be91e7125c22955b4459a62412ff574e49a8 Author: Jonathan Duran <jduran@motorola.com> Date: Fri Mar 2 11:11:48 2012 -0800 Timeline: Fix for animation iteration count Add default webkit css properties to allow animations with integer iteration counts. Signed-off-by: Jonathan Duran <jduran@motorola.com> commit 1760bac1da9218315ad1bacdcf3a157495a049e8 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Fri Mar 2 10:48:41 2012 -0800 Fix for jumping issue when moving items that have any 3d on them. We can't translate 3d moves into 2d space due to perspective, so we must update the matrix3d values instead of the top-left values if items have 3d. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit 2c04935f0ccb1cb7c98371fc10b43155f2d956c4 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Thu Mar 1 22:20:06 2012 -0800 Fix for elements flying off into space when moving elements that overlap. This was happening because our hit record's element and the browser's element from point did not match. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit 50058746779f714ed9b0287f49e56c9f0d35593e Merge: 500426d ff0a956 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Thu Mar 1 21:49:44 2012 -0800 Merge branch 'refs/heads/ninja-internal' into WebGLFixes commit 500426dea0ca95a6b45be8ea8d132cfdb4d2c940 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Thu Mar 1 10:11:39 2012 -0800 Fixed logic error when resizing with the top-left transform handles. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit 7980d9bde2b43aa5a494ddf6f1db5c4959a57b91 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Thu Mar 1 10:04:15 2012 -0800 Re-fixing IKNinja-940 - Can't select objects when in side/top view. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> commit f04cc0146d8f7573628678613a99c270116768e4 Author: Nivesh Rajbhandari <mqg734@motorola.com> Date: Wed Feb 29 16:45:40 2012 -0800 Last-used material (instead of FlatMaterial) is applied to shape when turning on use WebGL checkbox in the PI. Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com> Signed-off-by: Jonathan Duran <jduran@motorola.com>
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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);