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Diffstat (limited to 'js/helper-classes/RDGE/GLWorld.js')
-rw-r--r-- | js/helper-classes/RDGE/GLWorld.js | 834 |
1 files changed, 834 insertions, 0 deletions
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js new file mode 100644 index 00000000..cc44da50 --- /dev/null +++ b/js/helper-classes/RDGE/GLWorld.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 | // globals | ||
8 | var shaderProgramArray = new Array; | ||
9 | var glContextArray = new Array; | ||
10 | |||
11 | var vertexShaderSource = ""; | ||
12 | var fragmentShaderSource = ""; | ||
13 | |||
14 | var rdgeStarted = false; | ||
15 | |||
16 | var nodeCounter = 0; | ||
17 | |||
18 | |||
19 | /////////////////////////////////////////////////////////////////////// | ||
20 | // Class GLWorld | ||
21 | // Manages display in a canvas | ||
22 | /////////////////////////////////////////////////////////////////////// | ||
23 | function GLWorld( canvas, use3D ) | ||
24 | { | ||
25 | /////////////////////////////////////////////////////////////////////// | ||
26 | // Instance variables | ||
27 | /////////////////////////////////////////////////////////////////////// | ||
28 | |||
29 | // flag to do the drawing with WebGL | ||
30 | this._useWebGL = false; | ||
31 | if(use3D) | ||
32 | this._useWebGL = use3D; | ||
33 | |||
34 | this._canvas = canvas; | ||
35 | if (this._useWebGL) | ||
36 | this._glContext = canvas.getContext("experimental-webgl"); | ||
37 | else | ||
38 | this._2DContext = canvas.getContext( "2d" ); | ||
39 | |||
40 | this._viewportWidth = canvas.width; | ||
41 | this._viewportHeight = canvas.height; | ||
42 | |||
43 | // view parameters | ||
44 | this._fov = 45.0; | ||
45 | this._zNear = 0.1; | ||
46 | this._zFar = 100.0; | ||
47 | this._viewDist = 5.0; | ||
48 | |||
49 | // default light parameters | ||
50 | this._ambientLightColor = [0.1, 0.1, 0.1, 1.0]; | ||
51 | this._diffuseLightColor = [0.1, 0.1, 0.1, 1.0]; | ||
52 | this._specularLightColor = [0.6, 0.6, 0.6, 1.0]; | ||
53 | this._pointLightLoc = [0.0, 0.0, 0.05]; | ||
54 | |||
55 | // default material properties. Material properties should be overridden | ||
56 | // by the materials used by the objects | ||
57 | this._materialShininess = 20.0; | ||
58 | |||
59 | this._geomRoot = undefined; | ||
60 | |||
61 | this._cameraMat = Matrix.I(4); | ||
62 | this._cameraMat[14] = 5.0; | ||
63 | this._cameraMatInv = Matrix.I(4); | ||
64 | this._cameraMatInv[14] = -5.0; | ||
65 | |||
66 | this._camera; | ||
67 | |||
68 | /////////////////////////////////////////////////////////////////////// | ||
69 | // Property accessors | ||
70 | /////////////////////////////////////////////////////////////////////// | ||
71 | this.getGLContext = function() { return this._glContext; } | ||
72 | this.setGLContext = function(gl) { this._glContext = gl; } | ||
73 | |||
74 | this.get2DContext = function() { return this._2DContext; } | ||
75 | this.set2DContext = function(c) { this._2DContext = c; } | ||
76 | |||
77 | this.getCanvas = function() { return this._canvas; } | ||
78 | this.setCanvas = function(c) { this._canvas = c; } | ||
79 | |||
80 | this.getShaderProgram = function() { return this._shaderProgram; } | ||
81 | |||
82 | this.getViewportWidth = function() { return this._viewportWidth; } | ||
83 | this.getViewportHeight = function() { return this._viewportHeight; } | ||
84 | |||
85 | this.getAspect = function() { return this._viewportWidth/this._viewportHeight; } | ||
86 | |||
87 | this.getGeomRoot = function() { return this._geomRoot; } | ||
88 | this.getZNear = function() { return this._zNear; } | ||
89 | this.getZFar = function() { return this._zFar; } | ||
90 | this.getFOV = function() { return this._fov; } | ||
91 | |||
92 | this.getCamera = function() { return this._camera; } | ||
93 | |||
94 | this.getCameraMat = function() { return this._cameraMat.slice(0); } | ||
95 | this.setCameraMat = function(c) { this._cameraMat = c.slice(0); this._cameraMatInv = glmat4.inverse(c, []); } | ||
96 | |||
97 | this.getCameraMatInverse = function() { return this._cameraMatInv.slice(0); } | ||
98 | |||
99 | this.getViewDistance = function() { return this._viewDist; } | ||
100 | |||
101 | this.getRootNode = function() { return this._rootNode; } | ||
102 | this.setRootNode = function(r) { this._rootNode = r; } | ||
103 | |||
104 | this.isWebGL = function() { return this._useWebGL; } | ||
105 | |||
106 | //////////////////////////////////////////////////////////////////////////////////// | ||
107 | // RDGE | ||
108 | // local variables | ||
109 | this.myScene = null; | ||
110 | this.elapsed = 0; | ||
111 | this.light = null; | ||
112 | this.light2 = null; | ||
113 | this.fillShader = null; | ||
114 | this.strokeShader = null; | ||
115 | this.renderer = null; | ||
116 | |||
117 | // this is the node to which objects get hung | ||
118 | this._rootNode; | ||
119 | |||
120 | // set up the camera matrix | ||
121 | var camMat = Matrix.I(4); | ||
122 | camMat[14] = this.getViewDistance(); | ||
123 | this.setCameraMat( camMat ); | ||
124 | |||
125 | ////////////////////////////////////////// | ||
126 | // test call to SVG importer | ||
127 | // console.log( "***** SVG TEST *****" ); | ||
128 | // var svgImporter = new SVGParse( this ); | ||
129 | // svgImporter.importSVG(); | ||
130 | ////////////////////////////////////////// | ||
131 | |||
132 | // post-load processing of the scene | ||
133 | this.init = function() | ||
134 | { | ||
135 | var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), | ||
136 | ctx2 = g_Engine.getContext(); | ||
137 | if (ctx1 != ctx2) console.log( "***** different contexts *****" ); | ||
138 | this.renderer = ctx1.renderer; | ||
139 | |||
140 | // create a camera, set its perspective, and then point it at the origin | ||
141 | var cam = new camera(); | ||
142 | this._camera = cam; | ||
143 | cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); | ||
144 | cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); | ||
145 | |||
146 | // make this camera the active camera | ||
147 | this.renderer.cameraManager().setActiveCamera(cam); | ||
148 | |||
149 | // change clear color | ||
150 | this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); | ||
151 | this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); | ||
152 | //this.renderer.NinjaWorld = this; | ||
153 | |||
154 | // create an empty scene graph | ||
155 | this.myScene = new SceneGraph(); | ||
156 | |||
157 | // create some lights | ||
158 | // light 1 | ||
159 | this.light = createLightNode("myLight"); | ||
160 | this.light.setPosition([0,0,1.2]); | ||
161 | this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); | ||
162 | |||
163 | // light 2 | ||
164 | this.light2 = createLightNode("myLight2"); | ||
165 | this.light2.setPosition([-0.5,0,1.2]); | ||
166 | this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); | ||
167 | |||
168 | // create a light transform | ||
169 | var lightTr = createTransformNode("lightTr"); | ||
170 | |||
171 | // create and attach a material - materials hold the light data | ||
172 | lightTr.attachMaterial(createMaterialNode("lights")); | ||
173 | |||
174 | // enable light channels 1, 2 - channel 0 is used by the default shader | ||
175 | lightTr.materialNode.enableLightChannel(1, this.light); | ||
176 | lightTr.materialNode.enableLightChannel(2, this.light2); | ||
177 | |||
178 | // all added objects are parented to the light node | ||
179 | this._rootNode = lightTr; | ||
180 | |||
181 | // add the light node to the scene | ||
182 | this.myScene.addNode(lightTr); | ||
183 | |||
184 | // Add the scene to the engine - necessary if you want the engine to draw for you | ||
185 | g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); | ||
186 | } | ||
187 | |||
188 | // main code for handling user interaction and updating the scene | ||
189 | this.update = function(dt) | ||
190 | { | ||
191 | if (!dt) dt = 0.2; | ||
192 | |||
193 | this.elapsed += dt; | ||
194 | |||
195 | if (this._useWebGL) | ||
196 | { | ||
197 | // changed the global position uniform of light 0, another way to change behavior of a light | ||
198 | rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); | ||
199 | |||
200 | // orbit the light nodes around the boxes | ||
201 | 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)]); | ||
202 | 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)]); | ||
203 | } | ||
204 | |||
205 | this.updateMaterials( this.getGeomRoot(), this.elapsed ); | ||
206 | |||
207 | // now update all the nodes in the scene | ||
208 | if (this._useWebGL) | ||
209 | this.myScene.update(dt); | ||
210 | } | ||
211 | |||
212 | // defining the draw function to control how the scene is rendered | ||
213 | this.draw = function() | ||
214 | { | ||
215 | if (this._useWebGL) | ||
216 | { | ||
217 | var ctx = g_Engine.getContext(); | ||
218 | //console.log( "RDGE state: " + ctx.ctxStateManager.currentState().name); | ||
219 | |||
220 | var renderer = ctx.renderer; | ||
221 | renderer.disableCulling(); | ||
222 | this.myScene.render(); | ||
223 | } | ||
224 | else | ||
225 | { | ||
226 | this.render(); | ||
227 | } | ||
228 | } | ||
229 | |||
230 | // END RDGE | ||