aboutsummaryrefslogtreecommitdiff
path: root/assets
diff options
context:
space:
mode:
Diffstat (limited to 'assets')
-rw-r--r--assets/canvas-runtime.js199
-rwxr-xr-xassets/rdge-compiled.js777
2 files changed, 425 insertions, 551 deletions
diff --git a/assets/canvas-runtime.js b/assets/canvas-runtime.js
index f53a4ef6..b4563ea5 100644
--- a/assets/canvas-runtime.js
+++ b/assets/canvas-runtime.js
@@ -19,7 +19,7 @@ function initWebGl (rootElement, directory) {
19 cvsDataMngr = new CanvasDataManager(); 19 cvsDataMngr = new CanvasDataManager();
20 //Loading data to canvas(es) 20 //Loading data to canvas(es)
21 cvsDataMngr.loadGLData(rootElement, ninjaWebGlData.data, directory); 21 cvsDataMngr.loadGLData(rootElement, ninjaWebGlData.data, directory);
22} 22};
23 23
24/////////////////////////////////////////////////////////////////////// 24///////////////////////////////////////////////////////////////////////
25// Class ShapeRuntime 25// Class ShapeRuntime
@@ -59,7 +59,7 @@ function CanvasDataManager()
59 } 59 }
60 } 60 }
61 } 61 }
62 } 62 };
63 63
64 this.collectGLData = function( elt, dataArray ) 64 this.collectGLData = function( elt, dataArray )
65 { 65 {
@@ -78,7 +78,7 @@ function CanvasDataManager()
78 this.collectGLData( child, dataArray ); 78 this.collectGLData( child, dataArray );
79 } 79 }
80 } 80 }
81 } 81 };
82 82
83 this.findCanvasWithID = function( id, elt ) 83 this.findCanvasWithID = function( id, elt )
84 { 84 {
@@ -95,8 +95,8 @@ function CanvasDataManager()
95 if (foundElt) return foundElt; 95 if (foundElt) return foundElt;
96 } 96 }
97 } 97 }
98 } 98 };
99} 99};
100 100
101/////////////////////////////////////////////////////////////////////// 101///////////////////////////////////////////////////////////////////////
102// Class GLRuntime 102// Class GLRuntime
@@ -149,16 +149,16 @@ function GLRuntime( canvas, jObj, assetPath )
149 /////////////////////////////////////////////////////////////////////// 149 ///////////////////////////////////////////////////////////////////////
150 // accessors 150 // accessors
151 /////////////////////////////////////////////////////////////////////// 151 ///////////////////////////////////////////////////////////////////////
152 this.getZNear = function() { return this._zNear; } 152 this.getZNear = function() { return this._zNear; };
153 this.getZFar = function() { return this._zFar; } 153 this.getZFar = function() { return this._zFar; };
154 this.getFOV = function() { return this._fov; } 154 this.getFOV = function() { return this._fov; };
155 this.getAspect = function() { return this._aspect; } 155 this.getAspect = function() { return this._aspect; };
156 this.getViewDistance = function() { return this._viewDist; } 156 this.getViewDistance = function() { return this._viewDist; };
157 157
158 this.get2DContext = function() { return this._context; } 158 this.get2DContext = function() { return this._context; };
159 159
160 this.getViewportWidth = function() { return this._canvas.width; } 160 this.getViewportWidth = function() { return this._canvas.width; };
161 this.getViewportHeight = function() { return this._canvas.height; } 161 this.getViewportHeight = function() { return this._canvas.height; };
162 162
163 /////////////////////////////////////////////////////////////////////// 163 ///////////////////////////////////////////////////////////////////////
164 // accessors 164 // accessors
@@ -188,20 +188,20 @@ function GLRuntime( canvas, jObj, assetPath )
188 this.importObjects( root ); 188 this.importObjects( root );
189 this.render(); 189 this.render();
190 } 190 }
191 } 191 };
192 192
193 this.init = function() 193 this.init = function()
194 { 194 {
195 var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), 195 var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
196 ctx2 = g_Engine.getContext(); 196 ctx2 = RDGE.globals.engine.getContext();
197 if (ctx1 != ctx2) console.log( "***** different contexts *****" ); 197 if (ctx1 != ctx2) console.log( "***** different contexts *****" );
198 this.renderer = ctx1.renderer; 198 this.renderer = ctx1.renderer;
199 199
200 // create a camera, set its perspective, and then point it at the origin 200 // create a camera, set its perspective, and then point it at the origin
201 var cam = new camera(); 201 var cam = new RDGE.camera();
202 this._camera = cam; 202 this._camera = cam;
203 cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); 203 cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar());
204 cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); 204 cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up());
205 205
206 // make this camera the active camera 206 // make this camera the active camera
207 this.renderer.cameraManager().setActiveCamera(cam); 207 this.renderer.cameraManager().setActiveCamera(cam);
@@ -210,17 +210,17 @@ function GLRuntime( canvas, jObj, assetPath )
210 this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); 210 this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]);
211 211
212 // create an empty scene graph 212 // create an empty scene graph
213 this.myScene = new SceneGraph(); 213 this.myScene = new RDGE.SceneGraph();
214 214
215 // load the scene graph data 215 // load the scene graph data
216 this.loadScene(); 216 this.loadScene();
217 217
218 // Add the scene to the engine - necessary if you want the engine to draw for you 218 // Add the scene to the engine - necessary if you want the engine to draw for you
219 var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); 219 var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" );
220 g_Engine.AddScene(name, this.myScene); 220 RDGE.globals.engine.AddScene(name, this.myScene);
221 221
222 this._initialized = true; 222 this._initialized = true;
223 } 223 };
224 224
225 // main code for handling user interaction and updating the scene 225 // main code for handling user interaction and updating the scene
226 this.update = function(dt) 226 this.update = function(dt)
@@ -233,7 +233,7 @@ function GLRuntime( canvas, jObj, assetPath )
233 this.elapsed += dt; 233 this.elapsed += dt;
234 234
235 // changed the global position uniform of light 0, another way to change behavior of a light 235 // changed the global position uniform of light 0, another way to change behavior of a light
236 rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); 236 RDGE.rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]);
237 237
238 // orbit the light nodes around the boxes 238 // orbit the light nodes around the boxes
239 if (this.light ) 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)]); 239 if (this.light ) 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)]);
@@ -244,7 +244,7 @@ function GLRuntime( canvas, jObj, assetPath )
244 // now update all the nodes in the scene 244 // now update all the nodes in the scene
245 this.myScene.update(dt); 245 this.myScene.update(dt);
246 } 246 }
247 } 247 };
248 248
249 this.updateMaterials = function() 249 this.updateMaterials = function()
250 { 250 {
@@ -254,16 +254,16 @@ function GLRuntime( canvas, jObj, assetPath )
254 var mat = this._materials[i]; 254 var mat = this._materials[i];
255 mat.update(); 255 mat.update();
256 } 256 }
257 } 257 };
258 258
259 // defining the draw function to control how the scene is rendered 259 // defining the draw function to control how the scene is rendered
260 this.draw = function() 260 this.draw = function()
261 { 261 {
262 if (this._initialized) 262 if (this._initialized)
263 { 263 {
264 g_Engine.setContext( this._canvas.rdgeid ); 264 RDGE.globals.engine.setContext( this._canvas.rdgeid );
265 265
266 var ctx = g_Engine.getContext(); 266 var ctx = RDGE.globals.engine.getContext();
267 var renderer = ctx.renderer; 267 var renderer = ctx.renderer;
268 if (renderer.unloadedTextureCount <= 0) 268 if (renderer.unloadedTextureCount <= 0)
269 { 269 {
@@ -281,7 +281,7 @@ function GLRuntime( canvas, jObj, assetPath )
281 } 281 }
282 } 282 }
283 } 283 }
284 } 284 };
285 285
286 this.importObjects = function( jObj, parent ) 286 this.importObjects = function( jObj, parent )
287 { 287 {
@@ -298,7 +298,7 @@ function GLRuntime( canvas, jObj, assetPath )
298 this.importObjects( child, gObj ); 298 this.importObjects( child, gObj );
299 } 299 }
300 } 300 }
301 } 301 };
302 302
303 this.importObject = function( jObj, parent ) 303 this.importObject = function( jObj, parent )
304 { 304 {
@@ -330,7 +330,7 @@ function GLRuntime( canvas, jObj, assetPath )
330 this.addObject( obj, parent ); 330 this.addObject( obj, parent );
331 331
332 return obj; 332 return obj;
333 } 333 };
334 334
335 this.addObject = function( obj, parent ) 335 this.addObject = function( obj, parent )
336 { 336 {
@@ -341,7 +341,7 @@ function GLRuntime( canvas, jObj, assetPath )
341 this._geomRoot = obj; 341 this._geomRoot = obj;
342 else 342 else
343 parent.addChild( obj ); 343 parent.addChild( obj );
344 } 344 };
345 345
346 this.linkLights = function() 346 this.linkLights = function()
347 { 347 {
@@ -351,7 +351,7 @@ function GLRuntime( canvas, jObj, assetPath )
351 this.light = matNode.lightChannel[1]; 351 this.light = matNode.lightChannel[1];
352 this.light2 = matNode.lightChannel[2]; 352 this.light2 = matNode.lightChannel[2];
353 } 353 }
354 } 354 };
355 355
356 this.linkMaterials = function( obj ) 356 this.linkMaterials = function( obj )
357 { 357 {
@@ -372,7 +372,7 @@ function GLRuntime( canvas, jObj, assetPath )
372 this._materials.push( mat ); 372