diff options
Diffstat (limited to 'js/lib')
27 files changed, 103 insertions, 103 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index 3d6c6fc4..7c5fb136 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js | |||
@@ -141,45 +141,45 @@ var World = function GLWorld( canvas, use3D ) { | |||
141 | 141 | ||
142 | // post-load processing of the scene | 142 | // post-load processing of the scene |
143 | this.init = function() { | 143 | this.init = function() { |
144 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | 144 | var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), |
145 | ctx2 = g_Engine.getContext(); | 145 | ctx2 = RDGE.globals.engine.getContext(); |
146 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | 146 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); |
147 | this.renderer = ctx1.renderer; | 147 | this.renderer = ctx1.renderer; |
148 | this.renderer._world = this; | 148 | this.renderer._world = this; |
149 | 149 | ||
150 | // create a camera, set its perspective, and then point it at the origin | 150 | // create a camera, set its perspective, and then point it at the origin |
151 | var cam = new camera(); | 151 | var cam = new RDGE.camera(); |
152 | this._camera = cam; | 152 | this._camera = cam; |
153 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | 153 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); |
154 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | 154 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); |
155 | 155 | ||
156 | // make this camera the active camera | 156 | // make this camera the active camera |
157 | this.renderer.cameraManager().setActiveCamera(cam); | 157 | this.renderer.cameraManager().setActiveCamera(cam); |
158 | 158 | ||
159 | // change clear color | 159 | // change clear color |
160 | //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); | 160 | //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); |
161 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); | 161 | this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); |
162 | //this.renderer.NinjaWorld = this; | 162 | //this.renderer.NinjaWorld = this; |
163 | 163 | ||
164 | // create an empty scene graph | 164 | // create an empty scene graph |
165 | this.myScene = new SceneGraph(); | 165 | this.myScene = new RDGE.SceneGraph(); |
166 | 166 | ||
167 | // create some lights | 167 | // create some lights |
168 | // light 1 | 168 | // light 1 |
169 | this.light = createLightNode("myLight"); | 169 | this.light = RDGE.createLightNode("myLight"); |
170 | this.light.setPosition([0,0,1.2]); | 170 | this.light.setPosition([0,0,1.2]); |
171 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); | 171 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); |
172 | 172 | ||
173 | // light 2 | 173 | // light 2 |
174 | this.light2 = createLightNode("myLight2"); | 174 | this.light2 = RDGE.createLightNode("myLight2"); |
175 | this.light2.setPosition([-0.5,0,1.2]); | 175 | this.light2.setPosition([-0.5,0,1.2]); |
176 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); | 176 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); |
177 | 177 | ||
178 | // create a light transform | 178 | // create a light transform |
179 | var lightTr = createTransformNode("lightTr"); | 179 | var lightTr = RDGE.createTransformNode("lightTr"); |
180 | 180 | ||
181 | // create and attach a material - materials hold the light data | 181 | // create and attach a material - materials hold the light data |
182 | lightTr.attachMaterial(createMaterialNode("lights")); | 182 | lightTr.attachMaterial(RDGE.createMaterialNode("lights")); |
183 | 183 | ||
184 | // enable light channels 1, 2 - channel 0 is used by the default shader | 184 | // enable light channels 1, 2 - channel 0 is used by the default shader |
185 | lightTr.materialNode.enableLightChannel(1, this.light); | 185 | lightTr.materialNode.enableLightChannel(1, this.light); |
@@ -192,9 +192,9 @@ var World = function GLWorld( canvas, use3D ) { | |||
192 | this.myScene.addNode(lightTr); | 192 | this.myScene.addNode(lightTr); |
193 | 193 | ||
194 | // Add the scene to the engine - necessary if you want the engine to draw for you | 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); | 195 | //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene); |
196 | var name = this._canvas.getAttribute( "data-RDGE-id" ); | 196 | var name = this._canvas.getAttribute( "data-RDGE-id" ); |
197 | g_Engine.AddScene("myScene" + name, this.myScene); | 197 | RDGE.globals.engine.AddScene("myScene" + name, this.myScene); |
198 | }; | 198 | }; |
199 | 199 | ||
200 | // main code for handling user interaction and updating the scene | 200 | // main code for handling user interaction and updating the scene |
@@ -206,7 +206,7 @@ var World = function GLWorld( canvas, use3D ) { | |||
206 | 206 | ||
207 | if (this._useWebGL) { | 207 | if (this._useWebGL) { |
208 | // changed the global position uniform of light 0, another way to change behavior of a light | 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]); | 209 | RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); |
210 | 210 | ||
211 | // orbit the light nodes around the boxes | 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)]); | 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)]); |
@@ -223,8 +223,8 @@ var World = function GLWorld( canvas, use3D ) { | |||
223 | // defining the draw function to control how the scene is rendered | 223 | // defining the draw function to control how the scene is rendered |
224 | this.draw = function() { | 224 | this.draw = function() { |
225 | if (this._useWebGL) { | 225 | if (this._useWebGL) { |
226 | g_Engine.setContext( this._canvas.rdgeid ); | 226 | RDGE.globals.engine.setContext( this._canvas.rdgeid ); |
227 | var ctx = g_Engine.getContext(); | 227 | var ctx = RDGE.globals.engine.getContext(); |
228 | var renderer = ctx.renderer; | 228 | var renderer = ctx.renderer; |
229 | if (renderer.unloadedTextureCount <= 0) { | 229 | if (renderer.unloadedTextureCount <= 0) { |
230 | renderer.disableCulling(); | 230 | renderer.disableCulling(); |
@@ -361,8 +361,8 @@ var World = function GLWorld( canvas, use3D ) { | |||
361 | rdgeStarted = true; | 361 | rdgeStarted = true; |
362 | var id = this._canvas.getAttribute( "data-RDGE-id" ); | 362 | var id = this._canvas.getAttribute( "data-RDGE-id" ); |
363 | this._canvas.rdgeid = id; | 363 | this._canvas.rdgeid = id; |
364 | g_Engine.registerCanvas(this._canvas, this); | 364 | RDGE.globals.engine.registerCanvas(this._canvas, this); |
365 | RDGEStart( this._canvas ); | 365 | RDGE.RDGEStart( this._canvas ); |
366 | this._canvas.task.stop() | 366 | this._canvas.task.stop() |
367 | } | 367 | } |
368 | }; | 368 | }; |
@@ -391,13 +391,13 @@ World.prototype.updateObject = function (obj) { | |||
391 | if (nPrims > 0) { | 391 | if (nPrims > 0) { |
392 | ctrTrNode = obj.getTransformNode(); | 392 | ctrTrNode = obj.getTransformNode(); |
393 | if (ctrTrNode == null) { | 393 | if (ctrTrNode == null) { |
394 | ctrTrNode = createTransformNode("objRootNode_" + nodeCounter++); | 394 | ctrTrNode = RDGE.createTransformNode("objRootNode_" + nodeCounter++); |
395 | this._rootNode.insertAsChild( ctrTrNode ); | 395 | this._rootNode.insertAsChild( ctrTrNode ); |
396 | obj.setTransformNode( ctrTrNode ); | 396 | obj.setTransformNode( ctrTrNode ); |
397 | } | 397 | } |
398 | 398 | ||
399 | ctrTrNode.meshes.forEach(function(thisMesh) { | 399 | ctrTrNode.meshes.forEach(function(thisMesh) { |
400 | g_meshMan.deleteMesh(thisMesh.mesh.name); | 400 | RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); |
401 | }); | 401 | }); |
402 | ctrTrNode.meshes = []; | 402 | ctrTrNode.meshes = []; |
403 | 403 | ||
@@ -416,11 +416,11 @@ World.prototype.updateObject = function (obj) { | |||
416 | childTrNode = children[i-1].transformNode; | 416 | childTrNode = children[i-1].transformNode; |
417 | 417 | ||
418 | childTrNode.meshes.forEach(function(thisMesh) { | 418 | childTrNode.meshes.forEach(function(thisMesh) { |
419 | g_meshMan.deleteMesh(thisMesh.mesh.name); | 419 | RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); |
420 | }); | 420 | }); |
421 | childTrNode.meshes = []; | 421 | childTrNode.meshes = []; |
422 | } else { | 422 | } else { |
423 | childTrNode = createTransformNode("objNode_" + nodeCounter++); | 423 | childTrNode = RDGE.createTransformNode("objNode_" + nodeCounter++); |
424 | ctrTrNode.insertAsChild(childTrNode); | 424 | ctrTrNode.insertAsChild(childTrNode); |
425 | } | 425 | } |
426 | 426 | ||
@@ -522,7 +522,7 @@ World.prototype.clearTree = function() { | |||
522 | if (this._useWebGL) { | 522 | if (this._useWebGL) { |
523 | var root = this._rootNode; | 523 | var root = this._rootNode; |
524 | root.children = new Array(); | 524 | root.children = new Array(); |
525 | g_Engine.unregisterCanvas( this._canvas.rdgeid ) | 525 | RDGE.globals.engine.unregisterCanvas( this._canvas.rdgeid ) |
526 | 526 | ||
527 | this.update( 0 ); | 527 | this.update( 0 ); |
528 | this.draw(); | 528 | this.draw(); |
@@ -657,9 +657,9 @@ World.prototype.setMVMatrix = function() { | |||
657 | gl.uniformMatrix4fv(this._shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix)); | 657 | gl.uniformMatrix4fv(this._shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix)); |
658 | 658 | ||
659 | var normalMatrix = mat3.create(); | 659 | var normalMatrix = mat3.create(); |
660 | // mat4.toInverseMat3(mvMatrix, normalMatrix); | 660 | // RDGE.mat4.toInverseMat3(mvMatrix, normalMatrix); |
661 | // mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix); | 661 | // RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix); |
662 | mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix); | 662 | RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix); |
663 | mat3.transpose(normalMatrix); |