From e065244ac75d1d0f25fd5c75cb58e714a13fe16b Mon Sep 17 00:00:00 2001 From: Jonathan Duran Date: Wed, 14 Mar 2012 08:59:17 -0700 Subject: Squashed commit of the following: merge master into timeline Signed-off-by: Jonathan Duran --- js/helper-classes/RDGE/runtime/GLRuntime.js | 159 ---------------------------- 1 file changed, 159 deletions(-) delete mode 100644 js/helper-classes/RDGE/runtime/GLRuntime.js (limited to 'js/helper-classes/RDGE/runtime/GLRuntime.js') diff --git a/js/helper-classes/RDGE/runtime/GLRuntime.js b/js/helper-classes/RDGE/runtime/GLRuntime.js deleted file mode 100644 index 5c99be02..00000000 --- a/js/helper-classes/RDGE/runtime/GLRuntime.js +++ /dev/null @@ -1,159 +0,0 @@ -/* -This file contains proprietary software owned by Motorola Mobility, Inc.
-No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
-(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. -
*/ - - - -/////////////////////////////////////////////////////////////////////// -// Class GLRuntime -// Manages runtime fora WebGL canvas -/////////////////////////////////////////////////////////////////////// -function GLRuntime( canvas, importStr ) -{ - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._canvas = canvas; - this._importStr = importStr; - - this.renderer = null; - this.myScene = null; - this.light = null; - this.light2 = null; - this._rootNode = null; - - this._firstRender = true; - - /////////////////////////////////////////////////////////////////////// - // initialization code - /////////////////////////////////////////////////////////////////////// - var id = canvas.getAttribute( "data-RDGE-id" ); - canvas.rdgeid = id; - g_Engine.registerCanvas(canvas, this); - RDGEStart( canvas ); - - this.loadScene = function() - { - // parse the data - // the GL runtime must start with a "sceneData: " - var index = importStr.indexOf( "scenedata: " ); - if (index >= 0) - { - var rdgeStr = importStr.substr( index+11 ); - var endIndex = rdgeStr.indexOf( "endscene\n" ); - if (endIndex < 0) throw new Error( "ill-formed WebGL data" ); - var len = endIndex - index + 11; - rdgeStr = rdgeStr.substr( 0, endIndex ); - - this.myScene.importJSON( rdgeStr ); - } - } - - this.init = function() - { - var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), - ctx2 = g_Engine.getContext(); - if (ctx1 != ctx2) console.log( "***** different contexts *****" ); - this.renderer = ctx1.renderer; - - // create a camera, set its perspective, and then point it at the origin - var cam = new camera(); - this._camera = cam; - cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar()); - cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up()); - - // make this camera the active camera - this.renderer.cameraManager().setActiveCamera(cam); - - // change clear color - this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); - - // create an empty scene graph - this.myScene = new SceneGraph(); - this.loadScene(); - - /* - // create some lights - // light 1 - this.light = createLightNode("myLight"); - this.light.setPosition([0,0,1.2]); - this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); - - // light 2 - this.light2 = createLightNode("myLight2"); - this.light2.setPosition([-0.5,0,1.2]); - this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); - - // create a light transform - var lightTr = createTransformNode("lightTr"); - - // create and attach a material - materials hold the light data - lightTr.attachMaterial(createMaterialNode("lights")); - - // enable light channels 1, 2 - channel 0 is used by the default shader - lightTr.materialNode.enableLightChannel(1, this.light); - lightTr.materialNode.enableLightChannel(2, this.light2); - - // all added objects are parented to the light node - this._rootNode = lightTr; - - // add the light node to the scene - this.myScene.addNode(lightTr); - */ - - // load the scene graph data - - // Add the scene to the engine - necessary if you want the engine to draw for you - var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" ); - g_Engine.AddScene(name, this.myScene); - } - - // main code for handling user interaction and updating the scene - this.update = function(dt) - { - if (!dt) dt = 0.2; - - dt = 0.01; // use our own internal throttle - this.elapsed += dt; - - // changed the global position uniform of light 0, another way to change behavior of a light - rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]); - - // orbit the light nodes around the boxes - 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)]); - 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)]); - - // now update all the nodes in the scene - this.myScene.update(dt); - } - - // defining the draw function to control how the scene is rendered - this.draw = function() - { - g_Engine.setContext( this._canvas.rdgeid ); - - var ctx = g_Engine.getContext(); - var renderer = ctx.renderer; - if (renderer.unloadedTextureCount <= 0) - { - renderer.disableCulling(); - renderer._clear(); - this.myScene.render(); - - if (this._firstRender) - { - if (this._canvas.task) - { - this._firstRender = false; - this._canvas.task.stop(); - } - } - } - } -} - - - - -- cgit v1.2.3