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author | Pushkar Joshi | 2012-03-06 17:04:40 -0800 |
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committer | Pushkar Joshi | 2012-03-06 17:04:40 -0800 |
commit | 7a43958033906b2273de88bc2a26cda7a905d202 (patch) | |
tree | f71817e712c4b07a48257a4f0b206cf9033421df /js/lib/drawing | |
parent | 264e3d8e6d3624083d2fab9fe2560234553bb2ad (diff) | |
parent | 2e3943a8f751ec572066f168b58464c24b9f29e5 (diff) | |
download | ninja-7a43958033906b2273de88bc2a26cda7a905d202.tar.gz |
Merge branch 'master' into brushtool
Diffstat (limited to 'js/lib/drawing')
-rwxr-xr-x | js/lib/drawing/world.js | 917 |
1 files changed, 917 insertions, 0 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js new file mode 100755 index 00000000..3d6c6fc4 --- /dev/null +++ b/js/lib/drawing/world.js | |||
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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 | // Useless Global variables. | ||
8 | // TODO: Remove this as soon as QE test pass | ||
9 | /* | ||
10 | var shaderProgramArray = new Array; | ||
11 | var glContextArray = new Array; | ||
12 | var vertexShaderSource = ""; | ||
13 | var fragmentShaderSource = ""; | ||
14 | var rdgeStarted = false; | ||
15 | */ | ||
16 | |||
17 | var nodeCounter = 0; | ||
18 | |||
19 | var GeomObj = require("js/lib/geom/geom-obj").GeomObj; | ||
20 | var Line = require("js/lib/geom/line").Line; | ||
21 | var Rectangle = require("js/lib/geom/rectangle").Rectangle; | ||
22 | var Circle = require("js/lib/geom/circle").Circle; | ||
23 | var MaterialsModel = require("js/models/materials-model").MaterialsModel; | ||
24 | |||
25 | /////////////////////////////////////////////////////////////////////// | ||
26 | // Class GLWorld | ||
27 | // Manages display in a canvas | ||
28 | /////////////////////////////////////////////////////////////////////// | ||
29 | var World = function GLWorld( canvas, use3D ) { | ||
30 | /////////////////////////////////////////////////////////////////////// | ||
31 | // Instance variables | ||
32 | /////////////////////////////////////////////////////////////////////// | ||
33 | |||
34 | // flag to do the drawing with WebGL | ||
35 | this._useWebGL = false; | ||
36 | if(use3D) { | ||
37 | this._useWebGL = use3D; | ||
38 | } | ||
39 | |||
40 | this._canvas = canvas; | ||
41 | if (this._useWebGL) { | ||
42 | this._glContext = canvas.getContext("experimental-webgl"); | ||
43 | } else { | ||
44 | this._2DContext = canvas.getContext( "2d" ); | ||
45 | } | ||
46 | |||
47 | this._viewportWidth = canvas.width; | ||
48 | this._viewportHeight = canvas.height; | ||
49 | |||
50 | // view parameters | ||
51 | this._fov = 45.0; | ||
52 | this._zNear = 0.1; | ||
53 | this._zFar = 100.0; | ||
54 | this._viewDist = 5.0; | ||
55 | |||
56 | // default light parameters | ||
57 | this._ambientLightColor = [0.1, 0.1, 0.1, 1.0]; | ||
58 | this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0]; | ||
59 | this._specularLightColor = [0.6, 0.6, 0.6, 1.0]; | ||
60 | this._pointLightLoc = [0.0, 0.0, 0.05]; | ||
61 | |||
62 | // default material properties. Material properties should be overridden | ||
63 | // by the materials used by the objects | ||
64 | this._materialShininess = 20.0; | ||
65 | |||
66 | this._geomRoot = undefined; | ||
67 | |||
68 | this._cameraMat = Matrix.I(4); | ||
69 | this._cameraMat[14] = 5.0; | ||
70 | this._cameraMatInv = Matrix.I(4); | ||
71 | this._cameraMatInv[14] = -5.0; | ||
72 | |||
73 | this._camera = null; | ||
74 | // keep a flag indicating whether a render has been completed. | ||
75 | // this allows us to turn off automatic updating if there are | ||
76 | // no animated materials | ||
77 | this._firstRender = true; | ||
78 | |||
79 | /////////////////////////////////////////////////////////////////////// | ||
80 | // Property accessors | ||
81 | /////////////////////////////////////////////////////////////////////// | ||
82 | this.getGLContext = function() { return this._glContext; }; | ||
83 | this.setGLContext = function(gl) { this._glContext = gl; }; | ||
84 | |||
85 | this.get2DContext = function() { return this._2DContext; }; | ||
86 | this.set2DContext = function(c) { this._2DContext = c; }; | ||
87 | |||
88 | this.getCanvas = function() { return this._canvas; }; | ||
89 | this.setCanvas = function(c) { this._canvas = c; }; | ||
90 | |||
91 | this.getShaderProgram = function() { return this._shaderProgram; }; | ||
92 | |||
93 | this.getViewportWidth = function() { return this._viewportWidth; }; | ||
94 | this.getViewportHeight = function() { return this._viewportHeight; }; | ||
95 | |||
96 | this.getAspect = function() { return this._viewportWidth/this._viewportHeight; }; | ||
97 | |||
98 | this.getGeomRoot = function() { return this._geomRoot; }; | ||
99 | this.getZNear = function() { return this._zNear; }; | ||
100 | this.getZFar = function() { return this._zFar; }; | ||
101 | this.getFOV = function() { return this._fov; }; | ||
102 | |||
103 | this.getCamera = function() { return this._camera; }; | ||
104 | |||
105 | this.getCameraMat = function() { return this._cameraMat.slice(0); }; | ||
106 | this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); }; | ||
107 | |||
108 | this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); }; | ||
109 | |||
110 | this.getViewDistance = function() { return this._viewDist; }; | ||
111 | |||
112 | this.getRootNode = function() { return this._rootNode; }; | ||
113 | this.setRootNode = function(r) { this._rootNode = r; }; | ||
114 | |||
115 | this.isWebGL = function() { return this._useWebGL; }; | ||
116 | |||
117 | this.getRenderer = function() { return this.renderer; }; | ||
118 | |||
119 | //////////////////////////////////////////////////////////////////////////////////// | ||
120 | // RDGE | ||
121 | // local variables | ||
122 | this.myScene = null; | ||
123 | this.elapsed = 0; | ||
124 | this.light = null; | ||
125 | this.light2 = null; | ||
126 | this.fillShader = null; | ||
127 | this.strokeShader = null; | ||
128 | this.renderer = null; | ||
129 | |||
130 | // keep an array of texture maps that need to be loaded | ||
131 | this._texMapsToLoad = []; | ||
132 | this._allMapsLoaded = true; | ||
133 | |||
134 | // this is the node to which objects get hung | ||
135 | this._rootNode = null; | ||
136 | |||
137 | // set up the camera matrix | ||
138 | var camMat = Matrix.I(4); | ||
139 | camMat[14] = this.getViewDistance(); | ||
140 | this.setCameraMat( camMat ); | ||
141 | |||
142 | // post-load processing of the scene | ||
143 | this.init = function() { | ||
144 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
145 | ctx2 = g_Engine.getContext(); | ||
146 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
147 | this.renderer = ctx1.renderer; | ||
148 | this.renderer._world = this; | ||
149 | |||
150 | // create a camera, set its perspective, and then point it at the origin | ||
151 | var cam = new camera(); | ||
152 | this._camera = cam; | ||
153 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
154 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
155 | |||
156 | // make this camera the active camera | ||
157 | this.renderer.cameraManager().setActiveCamera(cam); | ||
158 | |||
159 | // change clear color | ||
160 | //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); | ||
161 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); | ||
162 | //this.renderer.NinjaWorld = this; | ||
163 | |||
164 | // create an empty scene graph | ||
165 | this.myScene = new SceneGraph(); | ||
166 | |||
167 | // create some lights | ||
168 | // light 1 | ||
169 | this.light = createLightNode("myLight"); | ||
170 | this.light.setPosition([0,0,1.2]); | ||
171 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); | ||
172 | |||
173 | // light 2 | ||
174 | this.light2 = createLightNode("myLight2"); | ||
175 | this.light2.setPosition([-0.5,0,1.2]); | ||
176 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); | ||
177 | |||
178 | // create a light transform | ||
179 | var lightTr = createTransformNode("lightTr"); | ||
180 | |||
181 | // create and attach a material - materials hold the light data | ||
182 | lightTr.attachMaterial(createMaterialNode("lights")); | ||
183 | |||
184 | // enable light channels 1, 2 - channel 0 is used by the default shader | ||
185 | lightTr.materialNode.enableLightChannel(1, this.light); | ||
186 | lightTr.materialNode.enableLightChannel(2, this.light2); | ||
187 | |||
188 | // all added objects are parented to the light node | ||
189 | this._rootNode = lightTr; | ||
190 | |||
191 | // add the light node to the scene | ||
192 | this.myScene.addNode(lightTr); | ||
193 | |||
194 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
195 | //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); | ||
196 | var name = this._canvas.getAttribute( "data-RDGE-id" ); | ||
197 | g_Engine.AddScene("myScene" + name, this.myScene); | ||
198 | }; | ||
199 | |||
200 | // main code for handling user interaction and updating the scene | ||
201 | this.update = function(dt) { | ||
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 | // changed the global position uniform of light 0, another way to change behavior of a light | ||
209 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | ||
210 | |||
211 | // orbit the light nodes around the boxes | ||
212 | 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)]); | ||
213 | 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)]); | ||
214 | } | ||
215 | |||
216 | this.updateMaterials( this.getGeomRoot(), this.elapsed ); | ||
217 | |||
218 | // now update all the nodes in the scene | ||
219 | if (this._useWebGL) | ||
220 | this.myScene.update(dt); | ||
221 | }; | ||
222 | |||
223 | // defining the draw function to control how the scene is rendered | ||
224 | this.draw = function() { | ||
225 | if (this._useWebGL) { | ||
226 | g_Engine.setContext( this._canvas.rdgeid ); | ||
227 | var ctx = g_Engine.getContext(); | ||
228 | var renderer = ctx.renderer; | ||
229 | if (renderer.unloadedTextureCount <= 0) { | ||
230 | renderer.disableCulling(); | ||
231 | renderer._clear(); | ||
232< |