diff options
-rw-r--r-- | assets/shaders/Flag.vert.glsl | 19 | ||||
-rwxr-xr-x | js/lib/geom/rectangle.js | 46 | ||||
-rw-r--r-- | js/lib/geom/shape-primitive.js | 130 | ||||
-rw-r--r-- | js/lib/rdge/materials/flag-material.js | 6 | ||||
-rwxr-xr-x | js/lib/rdge/materials/material.js | 5 | ||||
-rw-r--r-- | js/lib/rdge/materials/twist-vert-material.js | 1 | ||||
-rw-r--r-- | js/lib/rdge/texture.js | 527 | ||||
-rwxr-xr-x | js/models/materials-model.js | 4 |
8 files changed, 437 insertions, 301 deletions
diff --git a/assets/shaders/Flag.vert.glsl b/assets/shaders/Flag.vert.glsl index 9da0ee1c..a5e8b2f7 100644 --- a/assets/shaders/Flag.vert.glsl +++ b/assets/shaders/Flag.vert.glsl | |||
@@ -27,22 +27,21 @@ uniform mat4 u_worldMatrix; | |||
27 | // varying variables | 27 | // varying variables |
28 | varying vec2 v_uv; | 28 | varying vec2 v_uv; |
29 | 29 | ||
30 | |||
30 | void main() | 31 | void main() |
31 | { | 32 | { |
32 | float pi = 3.14159; | 33 | float pi = 3.14159; |
33 | float angle = mod(u_time, pi)*2.0; | 34 | float angle = u_time; |
34 | 35 | ||
35 | vec3 v = a_pos; | ||
36 | v_uv = texcoord; | 36 | v_uv = texcoord; |
37 | 37 | ||
38 | vec2 pos = texcoord; | 38 | float x = 2.0*pi*texcoord.x/u_waveWidth; |
39 | float tmp = pos.x; pos.x = pos.y; pos.y = tmp; | 39 | float y = 2.0*pi*texcoord.y; |
40 | pos.x = pos.x * 1.0*pi * u_waveWidth; | ||
41 | pos.y = pos.y * 1.0*pi * u_waveWidth; | ||
42 | 40 | ||
43 | v.z = sin( pos.x + angle); | 41 | vec3 v = a_pos; |
44 | v.z += sin( pos.y/2.0 + angle); | 42 | v.z = sin( x + angle ) - 2.0*u_waveHeight; |
45 | v.z *= v.y * 0.09 * u_waveHeight; | 43 | v.z += sin( 0.2*y + angle); |
44 | v.z *= x * 0.09 * u_waveHeight; | ||
46 | 45 | ||
47 | gl_Position = u_projMatrix * u_mvMatrix * vec4(v,1.0) ; | 46 | gl_Position = u_projMatrix * u_mvMatrix * vec4(v,1.0) ; |
48 | } | 47 | } |
diff --git a/js/lib/geom/rectangle.js b/js/lib/geom/rectangle.js index e511d5f4..51947ff1 100755 --- a/js/lib/geom/rectangle.js +++ b/js/lib/geom/rectangle.js | |||
@@ -943,13 +943,13 @@ RectangleFill.create = function( rectCtr, width, height, tlRad, blRad, brRad, | |||
943 | } | 943 | } |
944 | 944 | ||
945 | //refine the mesh for vertex deformations | 945 | //refine the mesh for vertex deformations |
946 | // if (material) { | 946 | if (material) { |
947 | // if (material.hasVertexDeformation()) { | 947 | if (material.hasVertexDeformation()) { |
948 | // var paramRange = material.getVertexDeformationRange(); | 948 | var paramRange = material.getVertexDeformationRange(); |
949 | // var tolerance = material.getVertexDeformationTolerance(); | 949 | var tolerance = material.getVertexDeformationTolerance(); |
950 | // nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); | 950 | nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); |
951 | // } | 951 | } |
952 | // } | 952 | } |
953 | 953 | ||
954 | // create the RDGE primitive | 954 | // create the RDGE primitive |
955 | return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); | 955 | return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); |
@@ -1175,13 +1175,13 @@ RectangleStroke.create = function( rectCtr, width, height, strokeWidth, tlRad, | |||
1175 | } | 1175 | } |
1176 | 1176 | ||
1177 | //refine the mesh for vertex deformations | 1177 | //refine the mesh for vertex deformations |
1178 | // if (material) { | 1178 | if (material) { |
1179 | // if (material.hasVertexDeformation()) { | 1179 | if (material.hasVertexDeformation()) { |
1180 | // var paramRange = material.getVertexDeformationRange(); | 1180 | var paramRange = material.getVertexDeformationRange(); |
1181 | // var tolerance = material.getVertexDeformationTolerance(); | 1181 | var tolerance = material.getVertexDeformationTolerance(); |
1182 | // nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); | 1182 | nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); |
1183 | // } | 1183 | } |
1184 | // } | 1184 | } |
1185 | 1185 | ||
1186 | // create the RDGE primitive | 1186 | // create the RDGE primitive |
1187 | return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); | 1187 | return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); |
@@ -1259,15 +1259,15 @@ RectangleGeometry.create = function( ctr, width, height, material ) { | |||
1259 | RectangleGeometry.pushIndices( 0, 3, 2 ); | 1259 | RectangleGeometry.pushIndices( 0, 3, 2 ); |
1260 | 1260 | ||
1261 | //refine the mesh for vertex deformations | 1261 | //refine the mesh for vertex deformations |
1262 | // if (material) | 1262 | if (material) |
1263 | // { | 1263 | { |
1264 | // if (material.hasVertexDeformation()) | 1264 | if (material.hasVertexDeformation()) |
1265 | // { | 1265 | { |
1266 | // var paramRange = material.getVertexDeformationRange(); | 1266 | var paramRange = material.getVertexDeformationRange(); |
1267 | // var tolerance = material.getVertexDeformationTolerance(); | 1267 | var tolerance = material.getVertexDeformationTolerance(); |
1268 | // nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); | 1268 | nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); |
1269 | // } | 1269 | } |
1270 | // } | 1270 | } |
1271 | 1271 | ||
1272 | // create the RDGE primitive | 1272 | // create the RDGE primitive |
1273 | return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); | 1273 | return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); |
diff --git a/js/lib/geom/shape-primitive.js b/js/lib/geom/shape-primitive.js index bf0087b2..44a7aa52 100644 --- a/js/lib/geom/shape-primitive.js +++ b/js/lib/geom/shape-primitive.js | |||
@@ -49,6 +49,136 @@ ShapePrimitive.create = function(coords, normals, uvs, indices, primType, ver | |||
49 | return prim; | 49 | return prim; |
50 | }; | 50 | }; |
51 | 51 | ||
52 | ShapePrimitive.getMeshBounds = function( verts, nVerts ) | ||
53 | { | ||
54 | if (!verts || (nVerts <= 0)) return null; | ||
55 | |||
56 | var bounds = [verts[0], verts[1], verts[2], verts[0], verts[1], verts[2]]; | ||
57 | var index = 3; | ||
58 | for (var i=1; i<nVerts; i++) | ||
59 | { | ||
60 | var x = verts[index], y = verts[index+1], z = verts[index+2]; | ||
61 | index += 3; | ||
62 | |||
63 | if (x < bounds[0]) bounds[0] = x; | ||
64 | else if (x > bounds[3]) bounds[3] = x; | ||
65 | if (y < bounds[1]) bounds[1] = y; | ||
66 | else if (y > bounds[4]) bounds[4] = y; | ||
67 | if (z < bounds[2]) bounds[2] = z; | ||
68 | else if (z > bounds[5]) bounds[5] = z; | ||
69 | } | ||
70 | |||
71 | return bounds; | ||
72 | }; | ||
73 | |||
74 | ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, paramRange, tolerance ) | ||
75 | { | ||
76 | var oldVrtCount = nVertices; | ||
77 | |||
78 | // get the param range | ||
79 | var pUMin = paramRange[0], pVMin = paramRange[1], | ||
80 | pUMax = paramRange[2], pVMax = paramRange[3]; | ||
81 | var iTriangle = 0; | ||
82 | var nTriangles = indices.length/3; | ||
83 | var index = 0; | ||
84 | while (iTriangle < nTriangles) | ||
85 | { | ||
86 | // get the indices of the 3 vertices | ||
87 | var i0 = indices[index], | ||
88 | i1 = indices[index+1], | ||
89 | i2 = indices[index+2]; | ||
90 | |||
91 | // get the uv values | ||
92 | //var vrtIndex = 3*iTriangle; | ||
93 | var iuv0 = 2 * i0, | ||
94 | iuv1 = 2 * i1, | ||
95 | iuv2 = 2 * i2; | ||
96 | var u0 = uvs[iuv0], v0 = uvs[iuv0+1], | ||
97 | u1 = uvs[iuv1], v1 = uvs[iuv1+1], | ||
98 | u2 = uvs[iuv2], v2 = uvs[iuv2+1]; | ||
99 | |||
100 | // find the u and v range | ||
101 | var uMin = u0, vMin = v0; | ||
102 | if (u1 < uMin) uMin = u1; if (v1 < vMin) vMin = v1; | ||
103 | if (u2 < uMin) uMin = u2; if (v2 < vMin) vMin = v2; | ||
104 | var uMax = u0, vMax = v0; | ||
105 | if (u1 > uMax) uMax = u1; if (v1 > vMax) vMax = v1; | ||
106 | if (u2 > uMax) uMax = u2; if (v2 > vMax) vMax = v2; | ||
107 | |||
108 | // if the parameter range of the triangle is outside the | ||
109 | // desired parameter range, advance to the next polygon and continue | ||
110 | if ((uMin > pUMax) || (uMax < pUMin) || (vMin > pVMax) || (vMax < pVMin)) | ||
111 | { | ||
112 | // go to the next triangle | ||
113 | iTriangle++; | ||
114 | index += 3; | ||
115 | } | ||
116 | else | ||
117 | { | ||
118 | // check thesize of the triangle in uv space. If small enough, advance | ||
119 | // to the next triangle. If not small enough, split the triangle into 3; | ||
120 | var du = uMax - uMin, dv = vMax - vMin; | ||
121 | if ((du < tolerance) && (dv < tolerance)) | ||
122 | { | ||
123 | iTriangle++; | ||
124 | index += 3; | ||
125 | } | ||
126 | else // split the triangle into 4 parts | ||
127 | { | ||
128 | //calculate the position of the new vertex | ||
129 | var iPt0 = 3 * i0, | ||
130 | iPt1 = 3 * i1, | ||
131 | iPt2 = 3 * i2; | ||
132 | var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], | ||
133 | x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], | ||
134 | x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; | ||
135 | |||
136 | // calculate the midpoints of the edges | ||
137 | var xA = (x0 + x1)/2.0, yA = (y0 + y1)/2.0, zA = (z0 + z1)/2.0, | ||
138 | xB = (x1 + x2)/2.0, yB = (y1 + y2)/2.0, zB = (z1 + z2)/2.0, | ||
139 | xC = (x2 + x0)/2.0, yC = (y2 + y0)/2.0, zC = (z2 + z0)/2.0; | ||
140 | |||
141 | // calculate the uv values of the new coordinates | ||
142 | var uA = (u0 + u1)/2.0, vA = (v0 + v1)/2.0, | ||
143 | uB = (u1 + u2)/2.0, vB = (v1 + v2)/2.0, | ||
144 | uC = (u2 + u0)/2.0, vC = (v2 + v0)/2.0; | ||
145 | |||
146 | // calculate the normals for the new points | ||
147 | var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2], | ||
148 | nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2], | ||
149 | nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2]; | ||
150 | var nxA = (nx0 + nx1), nyA = (ny0 + ny1), nzA = (nz0 + nz1); var nrmA = VecUtils.vecNormalize(3, [nxA, nyA, nzA], 1.0 ), | ||
151 | nxB = (nx1 + nx2), nyB = (ny1 + ny2), nzB = (nz1 + nz2); var nrmB = VecUtils.vecNormalize(3, [nxB, nyB, nzB], 1.0 ), | ||
152 | nxC = (nx2 + nx0), nyC = (ny2 + ny0), nzC = (nz2 + nz0); var nrmC = VecUtils.vecNormalize(3, [nxC, nyC, nzC], 1.0 ); | ||
153 | |||
154 | // push everything | ||
155 | verts.push(xA); verts.push(yA); verts.push(zA); | ||