diff options
32 files changed, 362 insertions, 2301 deletions
diff --git a/assets/images/irredecentENV.png b/assets/images/irredecentENV.png deleted file mode 100644 index 21c1c9ce..00000000 --- a/assets/images/irredecentENV.png +++ /dev/null | |||
Binary files differ | |||
diff --git a/assets/images/scales_normal.png b/assets/images/scales_normal.png deleted file mode 100644 index 87cc77dc..00000000 --- a/assets/images/scales_normal.png +++ /dev/null | |||
Binary files differ | |||
diff --git a/assets/images/stitchStroke.png b/assets/images/stitchStroke.png deleted file mode 100644 index 7808e81f..00000000 --- a/assets/images/stitchStroke.png +++ /dev/null | |||
Binary files differ | |||
diff --git a/assets/images/stitchStroke_N.png b/assets/images/stitchStroke_N.png deleted file mode 100644 index 34fa97d4..00000000 --- a/assets/images/stitchStroke_N.png +++ /dev/null | |||
Binary files differ | |||
diff --git a/assets/shaders/Basic.vert.glsl b/assets/shaders/Basic.vert.glsl index 028786d1..0d5b8d63 100644 --- a/assets/shaders/Basic.vert.glsl +++ b/assets/shaders/Basic.vert.glsl | |||
@@ -12,7 +12,7 @@ precision highp float; | |||
12 | 12 | ||
13 | // attributes | 13 | // attributes |
14 | attribute vec3 a_pos; | 14 | attribute vec3 a_pos; |
15 | 15 | attribute vec2 texcoord; | |
16 | 16 | ||
17 | 17 | ||
18 | // matrix uniforms | 18 | // matrix uniforms |
diff --git a/js/helper-classes/RDGE/GLCircle.js b/js/helper-classes/RDGE/GLCircle.js index 942eb528..08057778 100644 --- a/js/helper-classes/RDGE/GLCircle.js +++ b/js/helper-classes/RDGE/GLCircle.js | |||
@@ -133,6 +133,9 @@ function GLCircle() | |||
133 | if (!world) throw( "null world in buildBuffers" ); | 133 | if (!world) throw( "null world in buildBuffers" ); |
134 | 134 | ||
135 | if (!world._useWebGL) return; | 135 | if (!world._useWebGL) return; |
136 | |||
137 | // make sure RDGE has the correct context | ||
138 | g_Engine.setContext( world.getCanvas().uuid ); | ||
136 | 139 | ||
137 | // create the gl buffer | 140 | // create the gl buffer |
138 | var gl = world.getGLContext(); | 141 | var gl = world.getGLContext(); |
diff --git a/js/helper-classes/RDGE/GLLine.js b/js/helper-classes/RDGE/GLLine.js index 67379b52..1cd70575 100644 --- a/js/helper-classes/RDGE/GLLine.js +++ b/js/helper-classes/RDGE/GLLine.js | |||
@@ -114,6 +114,9 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro | |||
114 | var world = this.getWorld(); | 114 | var world = this.getWorld(); |
115 | if (!world) throw( "null world in buildBuffers" ); | 115 | if (!world) throw( "null world in buildBuffers" ); |
116 | if (!world._useWebGL) return; | 116 | if (!world._useWebGL) return; |
117 | |||
118 | // make sure RDGE has the correct context | ||
119 | g_Engine.setContext( world.getCanvas().uuid ); | ||
117 | 120 | ||
118 | // create the gl buffer | 121 | // create the gl buffer |
119 | var gl = world.getGLContext(); | 122 | var gl = world.getGLContext(); |
diff --git a/js/helper-classes/RDGE/GLMaterial.js b/js/helper-classes/RDGE/GLMaterial.js index e72b7908..642fab05 100644 --- a/js/helper-classes/RDGE/GLMaterial.js +++ b/js/helper-classes/RDGE/GLMaterial.js | |||
@@ -31,6 +31,11 @@ function GLMaterial( world ) | |||
31 | 31 | ||
32 | this._texture; | 32 | this._texture; |
33 | 33 | ||
34 | // vertex deformation variables | ||
35 | this._hasVertexDeformation = false; | ||
36 | this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) | ||
37 | this._vertexDeformationTolerance = 0.1; | ||
38 | |||
34 | // RDGE variables | 39 | // RDGE variables |
35 | this._shader; | 40 | this._shader; |
36 | this._materialNode; | 41 | this._materialNode; |
@@ -66,6 +71,12 @@ function GLMaterial( world ) | |||
66 | // Any material needing continuous rendering should override this method | 71 | // Any material needing continuous rendering should override this method |
67 | this.isAnimated = function() { return false; } | 72 | this.isAnimated = function() { return false; } |
68 | 73 | ||
74 | // the vertex shader can apply deformations requiring refinement in | ||
75 | // certain areas. | ||
76 | this.hasVertexDeformation = function() { return this._hasVertexDeformation; } | ||
77 | this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); } | ||
78 | this.getVertexDeformationTolerance = function() { return this._vertexDeformationTolerance; } | ||
79 | |||
69 | 80 | ||
70 | /////////////////////////////////////////////////////////////////////// | 81 | /////////////////////////////////////////////////////////////////////// |
71 | // Common Material Methods | 82 | // Common Material Methods |
diff --git a/js/helper-classes/RDGE/GLRectangle.js b/js/helper-classes/RDGE/GLRectangle.js index 2899e476..e34532d2 100644 --- a/js/helper-classes/RDGE/GLRectangle.js +++ b/js/helper-classes/RDGE/GLRectangle.js | |||
@@ -210,8 +210,11 @@ function GLRectangle() | |||
210 | // get the world | 210 | // get the world |
211 | var world = this.getWorld(); | 211 | var world = this.getWorld(); |
212 | if (!world) throw( "null world in buildBuffers" ); | 212 | if (!world) throw( "null world in buildBuffers" ); |
213 | 213 | //console.log( "GLRectangle.buildBuffers " + world._worldCount ); | |
214 | if (!world._useWebGL) return; | 214 | if (!world._useWebGL) return; |
215 | |||
216 | // make sure RDGE has the correct context | ||
217 | g_Engine.setContext( world.getCanvas().uuid ); | ||
215 | 218 | ||
216 | // create the gl buffer | 219 | // create the gl buffer |
217 | var gl = world.getGLContext(); | 220 | var gl = world.getGLContext(); |
@@ -284,6 +287,7 @@ function GLRectangle() | |||
284 | xFill -= strokeSize; | 287 | xFill -= strokeSize; |
285 | yFill -= strokeSize; | 288 | yFill -= strokeSize; |
286 | var fillMaterial = this.makeFillMaterial(); | 289 | var fillMaterial = this.makeFillMaterial(); |
290 | //console.log( "fillMaterial: " + fillMaterial.getName() ); | ||
287 | var fillPrim = this.createFill([x,y], 2*xFill, 2*yFill, tlRadius, blRadius, brRadius, trRadius, fillMaterial); | 291 | var fillPrim = this.createFill([x,y], 2*xFill, 2*yFill, tlRadius, blRadius, brRadius, trRadius, fillMaterial); |
288 | this._primArray.push( fillPrim ); | 292 | this._primArray.push( fillPrim ); |
289 | this._materialNodeArray.push( fillMaterial.getMaterialNode() ); | 293 | this._materialNodeArray.push( fillMaterial.getMaterialNode() ); |
@@ -313,71 +317,72 @@ function GLRectangle() | |||
313 | var width = Math.round(this.getWidth()), | 317 | var width = Math.round(this.getWidth()), |
314 | height = Math.round(this.getHeight()); | 318 | height = Math.round(this.getHeight()); |
315 | 319 | ||
320 | // get the top left point | ||
316 | pt = [inset, inset]; // top left corner | 321 | pt = [inset, inset]; // top left corner |
322 | rad = this.getTLRadius() - inset; | ||
323 | if (rad < 0) rad = 0; | ||
324 | pt[1] += rad; | ||
325 | if (MathUtils.fpSign(rad) == 0) pt[1] = 0; | ||
326 | ctx.moveTo( pt[0], pt[1] ); | ||
327 | |||
328 | // get the bottom left point | ||
329 | pt = [inset, height - inset]; | ||
330 | rad = this.getBLRadius() - inset; | ||
331 | if (rad < 0) rad = 0; | ||
332 | pt[1] -= rad; | ||
333 | ctx.lineTo( pt[0], pt[1] ); | ||
334 | |||
335 | // get the bottom left arc | ||
336 | if (MathUtils.fpSign(rad) > 0) | ||
337 | { | ||
338 | ctr = [ this.getBLRadius(), height - this.getBLRadius() ]; | ||
339 | //this.renderQuadraticBezier( MathUtils.circularArcToBezier( ctr, pt, -0.5*Math.PI ), ctx ); | ||
340 | ctx.arc( ctr[0], ctr[1], rad, Math.PI, 0.5*Math.PI, true ); | ||
341 | } | ||
317 | 342 | ||
318 | var tlRad = this._tlRadius; //top-left radius | 343 | // do the bottom of the rectangle |
319 | var trRad = this._trRadius; | 344 | pt = [width - inset, height - inset]; |
320 | var blRad = this._blRadius; | 345 | rad = this.getBRRadius() - inset; |
321 | var brRad = this._brRadius; | 346 | if (rad < 0) rad = 0; |
347 | pt[0] -= rad; | ||
348 | ctx.lineTo( pt[0], pt[1] ); | ||
322 | 349 | ||
323 | if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) && (trRad <= 0)) | 350 | // get the bottom right arc |
351 | if (MathUtils.fpSign(rad) > 0) | ||
324 | { | 352 | { |
325 | ctx.rect(pt[0], pt[1], width - 2*inset, height - 2*inset); | 353 | ctr = [width - this.getBRRadius(), height - this.getBRRadius()]; |
354 | //this.renderQuadraticBezier( MathUtils.circularArcToBezier( ctr, pt, -0.5*Math.PI ), ctx ); | ||
355 | ctx.arc( ctr[0], ctr[1], rad, 0.5*Math.PI, 0.0, true ); | ||
326 | } | 356 | } |
327 | else | 357 | |
358 | // get the right of the rectangle | ||
359 | pt = [width - inset, inset]; | ||
360 | rad = this.getTRRadius() - inset; | ||
361 | if (rad < 0) rad = 0; | ||
362 | pt[1] += rad; | ||
363 | ctx.lineTo( pt[0], pt[1] ); | ||
364 | |||
365 | // do the top right corner | ||
366 | if (MathUtils.fpSign(rad) > 0) | ||
367 | { | ||
368 | ctr = [width - this.getTRRadius(), this.getTRRadius()]; | ||
369 | //this.renderQuadraticBezier( MathUtils.circularArcToBezier( ctr, pt, -0.5*Math.PI ), ctx ); | ||