diff options
Diffstat (limited to 'assets')
-rw-r--r-- | assets/CanvasRuntime.js | 1362 | ||||
-rw-r--r-- | assets/descriptor.json | 3 | ||||
-rwxr-xr-x | assets/rdge-compiled.js | 90 | ||||
-rw-r--r-- | assets/shaders/plasma.frag.glsl | 4 |
4 files changed, 1409 insertions, 50 deletions
diff --git a/assets/CanvasRuntime.js b/assets/CanvasRuntime.js new file mode 100644 index 00000000..5caf72ee --- /dev/null +++ b/assets/CanvasRuntime.js | |||
@@ -0,0 +1,1362 @@ | |||
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 | // Class ShapeRuntime | ||
10 | // Manages runtime shape display | ||
11 | /////////////////////////////////////////////////////////////////////// | ||
12 | function CanvasDataManager() | ||
13 | { | ||
14 | this.loadGLData = function(root, valueArray, assetPath ) | ||
15 | { | ||
16 | this._assetPath = assetPath.slice(); | ||
17 | |||
18 | var value = valueArray; | ||
19 | var nWorlds = value.length; | ||
20 | for (var i=0; i<nWorlds; i++) | ||
21 | { | ||
22 | var importStr = value[i]; | ||
23 | var startIndex = importStr.indexOf( "id: " ); | ||
24 | if (startIndex >= 0) | ||
25 | { | ||
26 | var endIndex = importStr.indexOf( "\n", startIndex ); | ||
27 | if (endIndex > 0) | ||
28 | { | ||
29 | var id = importStr.substring( startIndex+4, endIndex ); | ||
30 | var canvas = this.findCanvasWithID( id, root ); | ||
31 | if (canvas) | ||
32 | { | ||
33 | var rt = new GLRuntime( canvas, importStr, assetPath ); | ||
34 | } | ||
35 | } | ||
36 | } | ||
37 | } | ||
38 | } | ||
39 | |||
40 | this.collectGLData = function( elt, dataArray ) | ||
41 | { | ||
42 | if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld) | ||
43 | { | ||
44 | var data = elt.elementModel.shapeModel.GLWorld.export( true ); | ||
45 | dataArray.push( data ); | ||
46 | } | ||
47 | |||
48 | if (elt.children) | ||
49 | { | ||
50 | var nKids = elt.children.length; | ||
51 | for (var i=0; i<nKids; i++) | ||
52 | { | ||
53 | var child = elt.children[i]; | ||
54 | this.collectGLData( child, dataArray ); | ||
55 | } | ||
56 | } | ||
57 | } | ||
58 | |||
59 | this.findCanvasWithID = function( id, elt ) | ||
60 | { | ||
61 | var cid = elt.getAttribute( "data-RDGE-id" ); | ||
62 | if (cid == id) return elt; | ||
63 | |||
64 | if (elt.children) | ||
65 | { | ||
66 | var nKids = elt.children.length; | ||
67 | for (var i=0; i<nKids; i++) | ||
68 | { | ||
69 | var child = elt.children[i]; | ||
70 | var foundElt = this.findCanvasWithID( id, child ); | ||
71 | if (foundElt) return foundElt; | ||
72 | } | ||
73 | } | ||
74 | } | ||
75 | } | ||
76 | |||
77 | /////////////////////////////////////////////////////////////////////// | ||
78 | // Class GLRuntime | ||
79 | // Manages runtime fora WebGL canvas | ||
80 | /////////////////////////////////////////////////////////////////////// | ||
81 | function GLRuntime( canvas, importStr, assetPath ) | ||
82 | { | ||
83 | /////////////////////////////////////////////////////////////////////// | ||
84 | // Instance variables | ||
85 | /////////////////////////////////////////////////////////////////////// | ||
86 | this._canvas = canvas; | ||
87 | this._context = null; | ||
88 | this._importStr = importStr; | ||
89 | |||
90 | this.renderer = null; | ||
91 | this.myScene = null; | ||
92 | this.light = null; | ||
93 | this.light2 = null; | ||
94 | this._rootNode = null; | ||
95 | |||
96 | this._firstRender = true; | ||
97 | this._initialized = false; | ||
98 | |||
99 | this._useWebGL = false; | ||
100 | |||
101 | // view parameters | ||
102 | this._fov = 45.0; | ||
103 | this._zNear = 0.1; | ||
104 | this._zFar = 100.0; | ||
105 | this._viewDist = 5.0; | ||
106 | |||
107 | this._aspect = canvas.width/canvas.height; | ||
108 | |||
109 | this._geomRoot; | ||
110 | |||
111 | // all "live" materials | ||
112 | this._materials = []; | ||
113 | |||
114 | // provide the mapping for the asset directory | ||
115 | this._assetPath = assetPath.slice(); | ||
116 | if (this._assetPath[this._assetPath.length-1] != '/') | ||
117 | this._assetPath += '/'; | ||
118 | |||
119 | /////////////////////////////////////////////////////////////////////// | ||
120 | // accessors | ||
121 | /////////////////////////////////////////////////////////////////////// | ||
122 | this.getZNear = function() { return this._zNear; } | ||
123 | this.getZFar = function() { return this._zFar; } | ||
124 | this.getFOV = function() { return this._fov; } | ||
125 | this.getAspect = function() { return this._aspect; } | ||
126 | this.getViewDistance = function() { return this._viewDist; } | ||
127 | |||
128 | this.get2DContext = function() { return this._context; } | ||
129 | |||
130 | this.getViewportWidth = function() { return this._canvas.width; } | ||
131 | this.getViewportHeight = function() { return this._canvas.height; } | ||
132 | |||
133 | /////////////////////////////////////////////////////////////////////// | ||
134 | // accessors | ||
135 | /////////////////////////////////////////////////////////////////////// | ||
136 | this.loadScene = function() | ||
137 | { | ||
138 | // parse the data | ||
139 | // the GL runtime must start with a "sceneData: " | ||
140 | var index = importStr.indexOf( "scenedata: " ); | ||
141 | if (index >= 0) | ||
142 | { | ||
143 | this._useWebGL = true; | ||
144 | |||
145 | var rdgeStr = importStr.substr( index+11 ); | ||
146 | var endIndex = rdgeStr.indexOf( "endscene\n" ); | ||
147 | if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); | ||
148 | var len = endIndex - index + 11; | ||
149 | rdgeStr = rdgeStr.substr( 0, endIndex ); | ||
150 | |||
151 | this.myScene.importJSON( rdgeStr ); | ||
152 | this.importObjects( importStr ); | ||
153 | this.linkMaterials( this._geomRoot ); | ||
154 | this.initMaterials(); | ||
155 | } | ||
156 | else | ||
157 | { | ||
158 | this._context = this._canvas.getContext( "2d" ); | ||
159 | this.importObjects( importStr ); | ||
160 | this.render(); | ||
161 | } | ||
162 | } | ||
163 | |||
164 | this.init = function() | ||
165 | { | ||
166 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
167 | ctx2 = g_Engine.getContext(); | ||
168 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
169 | this.renderer = ctx1.renderer; | ||
170 | |||
171 | // create a camera, set its perspective, and then point it at the origin | ||
172 | var cam = new camera(); | ||
173 | this._camera = cam; | ||
174 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
175 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
176 | |||
177 | // make this camera the active camera | ||
178 | this.renderer.cameraManager().setActiveCamera(cam); | ||
179 | |||
180 | // change clear color | ||
181 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | ||
182 | |||
183 | // create an empty scene graph | ||
184 | this.myScene = new SceneGraph(); | ||
185 | |||
186 | // load the scene graph data | ||
187 | this.loadScene(); | ||
188 | |||
189 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
190 | var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); | ||
191 | g_Engine.AddScene(name, this.myScene); | ||
192 | |||
193 | this._initialized = true; | ||
194 | } | ||
195 | |||
196 | // main code for handling user interaction and updating the scene | ||
197 | this.update = function(dt) | ||
198 | { | ||
199 | if (this._initialized) | ||
200 | { | ||
201 | if (!dt) dt = 0.2; | ||
202 | |||
203 | dt = 0.01; // use our own internal throttle | ||
204 | this.elapsed += dt; | ||
205 | |||
206 | // changed the global position uniform of light 0, another way to change behavior of a light | ||
207 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | ||
208 | |||
209 | // orbit the light nodes around the boxes | ||
210 | //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)]); | ||
211 | //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)]); | ||
212 | |||
213 | this.updateMaterials(); | ||
214 | |||
215 | // now update all the nodes in the scene | ||
216 | this.myScene.update(dt); | ||
217 | } | ||
218 | } | ||
219 | |||
220 | this.updateMaterials = function() | ||
221 | { | ||
222 | var nMats = this._materials.length; | ||
223 | for (var i=0; i<nMats; i++) | ||
224 | { | ||
225 | var mat = this._materials[i]; | ||
226 | mat.update(); | ||
227 | } | ||
228 | } | ||
229 | |||
230 | // defining the draw function to control how the scene is rendered | ||
231 | this.draw = function() | ||
232 | { | ||
233 | if (this._initialized) | ||
234 | { | ||
235 | g_Engine.setContext( this._canva |