diff options
Diffstat (limited to 'js/lib/drawing')
-rwxr-xr-x | js/lib/drawing/world.js | 64 |
1 files changed, 32 insertions, 32 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index 5a054224..436853bd 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js | |||
@@ -33,7 +33,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
33 | if(preserveDrawingBuffer) { | 33 | if(preserveDrawingBuffer) { |
34 | this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); | 34 | this._glContext = canvas.getContext("experimental-webgl", {preserveDrawingBuffer: true}); |
35 | } else { | 35 | } else { |
36 | this._glContext = canvas.getContext("experimental-webgl"); | 36 | this._glContext = canvas.getContext("experimental-webgl"); |
37 | } | 37 | } |
38 | } else { | 38 | } else { |
39 | this._2DContext = canvas.getContext( "2d" ); | 39 | this._2DContext = canvas.getContext( "2d" ); |
@@ -144,45 +144,45 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
144 | 144 | ||
145 | // post-load processing of the scene | 145 | // post-load processing of the scene |
146 | this.init = function() { | 146 | this.init = function() { |
147 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | 147 | var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), |
148 | ctx2 = g_Engine.getContext(); | 148 | ctx2 = RDGE.globals.engine.getContext(); |
149 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | 149 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); |
150 | this.renderer = ctx1.renderer; | 150 | this.renderer = ctx1.renderer; |
151 | this.renderer._world = this; | 151 | this.renderer._world = this; |
152 | 152 | ||
153 | // create a camera, set its perspective, and then point it at the origin | 153 | // create a camera, set its perspective, and then point it at the origin |
154 | var cam = new camera(); | 154 | var cam = new RDGE.camera(); |
155 | this._camera = cam; | 155 | this._camera = cam; |
156 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | 156 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); |
157 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | 157 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); |
158 | 158 | ||
159 | // make this camera the active camera | 159 | // make this camera the active camera |
160 | this.renderer.cameraManager().setActiveCamera(cam); | 160 | this.renderer.cameraManager().setActiveCamera(cam); |
161 | 161 | ||
162 | // change clear color | 162 | // change clear color |
163 | //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); | 163 | //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); |
164 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); | 164 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); |
165 | //this.renderer.NinjaWorld = this; | 165 | //this.renderer.NinjaWorld = this; |
166 | 166 | ||
167 | // create an empty scene graph | 167 | // create an empty scene graph |
168 | this.myScene = new SceneGraph(); | 168 | this.myScene = new RDGE.SceneGraph(); |
169 | 169 | ||
170 | // create some lights | 170 | // create some lights |
171 | // light 1 | 171 | // light 1 |
172 | this.light = createLightNode("myLight"); | 172 | this.light = RDGE.createLightNode("myLight"); |
173 | this.light.setPosition([0,0,1.2]); | 173 | this.light.setPosition([0,0,1.2]); |
174 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); | 174 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); |
175 | 175 | ||
176 | // light 2 | 176 | // light 2 |
177 | this.light2 = createLightNode("myLight2"); | 177 | this.light2 = RDGE.createLightNode("myLight2"); |
178 | this.light2.setPosition([-0.5,0,1.2]); | 178 | this.light2.setPosition([-0.5,0,1.2]); |
179 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); | 179 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); |
180 | 180 | ||
181 | // create a light transform | 181 | // create a light transform |
182 | var lightTr = createTransformNode("lightTr"); | 182 | var lightTr = RDGE.createTransformNode("lightTr"); |
183 | 183 | ||
184 | // create and attach a material - materials hold the light data | 184 | // create and attach a material - materials hold the light data |
185 | lightTr.attachMaterial(createMaterialNode("lights")); | 185 | lightTr.attachMaterial(RDGE.createMaterialNode("lights")); |
186 | 186 | ||
187 | // enable light channels 1, 2 - channel 0 is used by the default shader | 187 | // enable light channels 1, 2 - channel 0 is used by the default shader |
188 | lightTr.materialNode.enableLightChannel(1, this.light); | 188 | lightTr.materialNode.enableLightChannel(1, this.light); |
@@ -195,9 +195,9 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
195 | this.myScene.addNode(lightTr); | 195 | this.myScene.addNode(lightTr); |
196 | 196 | ||
197 | // Add the scene to the engine - necessary if you want the engine to draw for you | 197 | // Add the scene to the engine - necessary if you want the engine to draw for you |
198 | //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); | 198 | //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene); |
199 | var name = this._canvas.getAttribute( "data-RDGE-id" ); | 199 | var name = this._canvas.getAttribute( "data-RDGE-id" ); |
200 | g_Engine.AddScene("myScene" + name, this.myScene); | 200 | RDGE.globals.engine.AddScene("myScene" + name, this.myScene); |
201 | }; | 201 | }; |
202 | 202 | ||
203 | // main code for handling user interaction and updating the scene | 203 | // main code for handling user interaction and updating the scene |
@@ -209,7 +209,7 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
209 | 209 | ||
210 | if (this._useWebGL) { | 210 | if (this._useWebGL) { |
211 | // changed the global position uniform of light 0, another way to change behavior of a light | 211 | // changed the global position uniform of light 0, another way to change behavior of a light |
212 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | 212 | RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); |
213 | 213 | ||
214 | // orbit the light nodes around the boxes | 214 | // orbit the light nodes around the boxes |
215 | 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)]); | 215 | 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)]); |
@@ -226,8 +226,8 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
226 | // defining the draw function to control how the scene is rendered | 226 | // defining the draw function to control how the scene is rendered |
227 | this.draw = function() { | 227 | this.draw = function() { |
228 | if (this._useWebGL) { | 228 | if (this._useWebGL) { |
229 | g_Engine.setContext( this._canvas.rdgeid ); | 229 | RDGE.globals.engine.setContext( this._canvas.rdgeid ); |
230 | var ctx = g_Engine.getContext(); | 230 | var ctx = RDGE.globals.engine.getContext(); |
231 | var renderer = ctx.renderer; | 231 | var renderer = ctx.renderer; |
232 | if (renderer.unloadedTextureCount <= 0) { | 232 | if (renderer.unloadedTextureCount <= 0) { |
233 | renderer.disableCulling(); | 233 | renderer.disableCulling(); |
@@ -364,10 +364,10 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) { | |||
364 | // in the case of a procedurally built scene an init state is not needed for loading data | 364 | // in the case of a procedurally built scene an init state is not needed for loading data |
365 | if (this._useWebGL) { | 365 | if (this._useWebGL) { |
366 | rdgeStarted = true; | 366 | rdgeStarted = true; |
367 | this._canvas.rdgeid = this._canvas.getAttribute( "data-RDGE-id" ); | 367 | this._canvas.rdgeid = this._canvas.getAttribute( "data-RDGE-id" ); |
368 | g_Engine.unregisterCanvas( this._canvas ) | 368 | RDGE.globals.engine.unregisterCanvas( this._canvas ); |
369 | g_Engine.registerCanvas(this._canvas, this); | 369 | RDGE.globals.engine.registerCanvas(this._canvas, this); |
370 | RDGEStart( this._canvas ); | 370 | RDGE.RDGEStart( this._canvas ); |
371 | this._canvas.task.stop() | 371 | this._canvas.task.stop() |
372 | } | 372 | } |
373 | }; | 373 | }; |
@@ -396,13 +396,13 @@ World.prototype.updateObject = function (obj) { | |||
396 | if (nPrims > 0) { | 396 | if (nPrims > 0) { |
397 | ctrTrNode = obj.getTransformNode(); | 397 | ctrTrNode = obj.getTransformNode(); |
398 | if (ctrTrNode == null) { | 398 | if (ctrTrNode == null) { |
399 | ctrTrNode = createTransformNode("objRootNode_" + this._nodeCounter++); | 399 | ctrTrNode = RDGE.createTransformNode("objRootNode_" + this._nodeCounter++); |
400 | this._rootNode.insertAsChild( ctrTrNode ); | 400 | this._rootNode.insertAsChild( ctrTrNode ); |
401 | obj.setTransformNode( ctrTrNode ); | 401 | obj.setTransformNode( ctrTrNode ); |
402 | } | 402 | } |
403 | 403 | ||
404 | ctrTrNode.meshes.forEach(function(thisMesh) { | 404 | ctrTrNode.meshes.forEach(function(thisMesh) { |
405 | g_meshMan.deleteMesh(thisMesh.mesh.name); | 405 | RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); |
406 | }); | 406 | }); |
407 | ctrTrNode.meshes = []; | 407 | ctrTrNode.meshes = []; |
408 | 408 | ||
@@ -421,11 +421,11 @@ World.prototype.updateObject = function (obj) { | |||
421 | childTrNode = children[i-1].transformNode; | 421 | childTrNode = children[i-1].transformNode; |
422 | 422 | ||
423 | childTrNode.meshes.forEach(function(thisMesh) { | 423 | childTrNode.meshes.forEach(function(thisMesh) { |
424 | g_meshMan.deleteMesh(thisMesh.mesh.name); | 424 | RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); |
425 | }); | 425 | }); |
426 | childTrNode.meshes = []; | 426 | childTrNode.meshes = []; |
427 | } else { | 427 | } else { |
428 | childTrNode = createTransformNode("objNode_" + this._nodeCounter++); | 428 | childTrNode = RDGE.createTransformNode("objNode_" + this._nodeCounter++); |
429 | ctrTrNode.insertAsChild(childTrNode); | 429 | ctrTrNode.insertAsChild(childTrNode); |
430 | } | 430 | } |
431 | 431 | ||
@@ -527,7 +527,7 @@ World.prototype.clearTree = function() { | |||
527 | if (this._useWebGL) { | 527 | if (this._useWebGL) { |
528 | var root = this._rootNode; | 528 | var root = this._rootNode; |
529 | root.children = new Array(); | 529 | root.children = new Array(); |
530 | g_Engine.unregisterCanvas( this._canvas.rdgeid ) | 530 | RDGE.globals.engine.unregisterCanvas( this._canvas.rdgeid ) |
531 | 531 | ||
532 | this.update( 0 ); | 532 | this.update( 0 ); |
533 | this.draw(); | 533 | this.draw(); |
@@ -662,9 +662,9 @@ World.prototype.setMVMatrix = function() { | |||
662 | gl.uniformMatrix4fv(this._shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix)); | 662 | gl.uniformMatrix4fv(this._shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix)); |
663 | 663 | ||
664 | var normalMatrix = mat3.create(); | 664 | var normalMatrix = mat3.create(); |
665 | // mat4.toInverseMat3(mvMatrix, normalMatrix); | 665 | // RDGE.mat4.toInverseMat3(mvMatrix, normalMatrix); |
666 | // mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix); | 666 | // RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix); |
667 | mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix); | 667 | RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix); |
668 | mat3.transpose(normalMatrix); | 668 | mat3.transpose(normalMatrix); |
669 | gl.uniformMatrix3fv(this._shaderProgram.nMatrixUniform, false, normalMatrix); | 669 | gl.uniformMatrix3fv(this._shaderProgram.nMatrixUniform, false, normalMatrix); |
670 | } | 670 | } |
@@ -685,7 +685,7 @@ World.prototype.render = function() { | |||
685 | var root = this.getGeomRoot(); | 685 | var root = this.getGeomRoot(); |
686 | this.hRender( root ); | 686 | this.hRender( root ); |
687 | } else { | 687 | } else { |
688 | g_Engine.setContext( this._canvas.rdgeid ); | 688 | RDGE.globals.engine.setContext( this._canvas.rdgeid ); |
689 | //this.draw(); | 689 | //this.draw(); |
690 | this.restartRenderLoop(); | 690 | this.restartRenderLoop(); |
691 | } | 691 | } |
@@ -1083,16 +1083,16 @@ World.prototype.importSubObject = function( objStr, parentNode ) { | |||
1083 | i0 += 10; | 1083 | i0 += 10; |
1084 | var matText = objStr.substr( i0, i1 - i0 ); | 1084 | var matText = objStr.substr( i0, i1 - i0 ); |
1085 | var shaderDef = JSON.parse( matText ); | 1085 | var shaderDef = JSON.parse( matText ); |
1086 | var shader = new jshader(); | 1086 | var shader = new RDGE.jshader(); |
1087 | shader.def = shaderDef; | 1087 | shader.def = shaderDef; |
1088 | shader.init(); | 1088 | shader.init(); |
1089 | 1089 | ||
1090 | // set the shader for this material | 1090 | // set the shader for this material |
1091 |