diff options
-rw-r--r-- | assets/shaders/Basic.frag.glsl | 4 | ||||
-rw-r--r-- | assets/shaders/Basic.vert.glsl | 3 | ||||
-rw-r--r-- | assets/shaders/Taper.vert.glsl | 21 | ||||
-rw-r--r-- | js/helper-classes/RDGE/GLMaterial.js | 4 | ||||
-rw-r--r-- | js/helper-classes/RDGE/GLRectangle.js | 64 | ||||
-rw-r--r-- | js/helper-classes/RDGE/GLWorld.js | 6 | ||||
-rw-r--r-- | js/helper-classes/RDGE/Materials/FlatMaterial.js | 11 |
7 files changed, 71 insertions, 42 deletions
diff --git a/assets/shaders/Basic.frag.glsl b/assets/shaders/Basic.frag.glsl index a2c21afa..c1f9a5c8 100644 --- a/assets/shaders/Basic.frag.glsl +++ b/assets/shaders/Basic.frag.glsl | |||
@@ -11,7 +11,9 @@ precision highp float; | |||
11 | 11 | ||
12 | 12 | ||
13 | uniform vec4 color; | 13 | uniform vec4 color; |
14 | varying vec4 v_color; | ||
14 | 15 | ||
15 | void main() { | 16 | void main() { |
16 | gl_FragColor = color; | 17 | gl_FragColor = v_color; |
18 | //gl_FragColor = color; | ||
17 | } | 19 | } |
diff --git a/assets/shaders/Basic.vert.glsl b/assets/shaders/Basic.vert.glsl index 028786d1..40b97ad7 100644 --- a/assets/shaders/Basic.vert.glsl +++ b/assets/shaders/Basic.vert.glsl | |||
@@ -12,7 +12,9 @@ precision highp float; | |||
12 | 12 | ||
13 | // attributes | 13 | // attributes |
14 | attribute vec3 a_pos; | 14 | attribute vec3 a_pos; |
15 | attribute vec2 texcoord; | ||
15 | 16 | ||
17 | varying vec4 v_color; | ||
16 | 18 | ||
17 | 19 | ||
18 | // matrix uniforms | 20 | // matrix uniforms |
@@ -22,5 +24,6 @@ uniform mat4 u_worldMatrix; | |||
22 | 24 | ||
23 | void main(void) | 25 | void main(void) |
24 | { | 26 | { |
27 | v_color = vec4(texcoord.x, texcoord.y, 0, 1); | ||
25 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; | 28 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; |
26 | } \ No newline at end of file | 29 | } \ No newline at end of file |
diff --git a/assets/shaders/Taper.vert.glsl b/assets/shaders/Taper.vert.glsl index 46f04fb3..82151f13 100644 --- a/assets/shaders/Taper.vert.glsl +++ b/assets/shaders/Taper.vert.glsl | |||
@@ -20,6 +20,7 @@ uniform float u_limit1; | |||
20 | uniform float u_limit2; | 20 | uniform float u_limit2; |
21 | uniform float u_limit3; | 21 | uniform float u_limit3; |
22 | uniform float u_taperAmount; | 22 | uniform float u_taperAmount; |
23 | uniform float u_center; | ||
23 | 24 | ||
24 | uniform vec4 color; | 25 | uniform vec4 color; |
25 | 26 | ||
@@ -31,31 +32,35 @@ uniform mat4 u_worldMatrix; | |||
31 | 32 | ||
32 | varying vec4 v_color; | 33 | varying vec4 v_color; |
33 | 34 | ||
35 | float TaperAmount( float param ) | ||
36 | { | ||
37 | float y0 = 1.0, y1 = 1.0, y2 = 0.0, y3 = 0.0; | ||
38 | float yA0 = y0 + param*(y1 - y0), yA1 = y1 + param*(y2 - y1), yA2 = y2 + param*(y3 - y2); | ||
39 | float yB0 = yA0 + param*(yA1 - yA0), yB1 = yA1 + param*(yA2 - yA1); | ||
40 | float yC0 = yB0 + param*(yB1 - yB0); | ||
41 | |||
42 | return yC0; | ||
43 | } | ||
34 | 44 | ||
35 | void main(void) | 45 | void main(void) |
36 | { | 46 | { |
37 | vec3 pos = vert; | 47 | vec3 pos = vert; |
38 | vec2 uv = texcoord; | 48 | vec2 uv = texcoord; |
39 | 49 | ||
40 | v_color = vec4(0, 1, 0, 1); | 50 | v_color = vec4(texcoord.x, texcoord.y, 0, 1); |
41 | if (uv.x > u_limit1) | 51 | if (uv.x > u_limit1) |
42 | { | 52 | { |
43 | if (uv.x < u_limit2) | 53 | if (uv.x < u_limit2) |
44 | { | 54 | { |
45 | float t = (uv.x - u_limit1)/(u_limit2 - u_limit1); | 55 | float t = (uv.x - u_limit1)/(u_limit2 - u_limit1); |
46 | pos.y = pos.y - t*u_taperAmount; | 56 | pos.y = pos.y - pos.y*TaperAmount(t)*u_taperAmount; |
47 | v_color = vec4( 1, 1, 0, 1 ); | ||
48 | } | 57 | } |
49 | else if (uv.x < u_limit3) | 58 | else if (uv.x < u_limit3) |
50 | { | 59 | { |
51 | float t = 1.0 - (uv.x - u_limit2)/(u_limit3 - u_limit2); | 60 | float t = 1.0 - (uv.x - u_limit2)/(u_limit3 - u_limit2); |
52 | pos.y = pos.y - t*u_taperAmount; | 61 | pos.y = pos.y - pos.y*TaperAmount(t)*u_taperAmount; |
53 | v_color = vec4( 0, 1, 1, 1 ); | ||
54 | } | 62 | } |
55 | else | ||
56 | v_color = vec4(0,0,1,1); | ||
57 | } | 63 | } |
58 | 64 | ||
59 | |||
60 | gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ; | 65 | gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ; |
61 | } \ No newline at end of file | 66 | } \ No newline at end of file |
diff --git a/js/helper-classes/RDGE/GLMaterial.js b/js/helper-classes/RDGE/GLMaterial.js index 07a98ab5..a74a74e4 100644 --- a/js/helper-classes/RDGE/GLMaterial.js +++ b/js/helper-classes/RDGE/GLMaterial.js | |||
@@ -34,7 +34,7 @@ function GLMaterial( world ) | |||
34 | // vertex deformation variables | 34 | // vertex deformation variables |
35 | this._hasVertexDeformation = false; | 35 | this._hasVertexDeformation = false; |
36 | this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) | 36 | this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) |
37 | this._vertexDeformationTolerance = 0.05; | 37 | this._vertexDeformationTolerance = 0.1; |
38 | 38 | ||
39 | // RDGE variables | 39 | // RDGE variables |
40 | this._shader; | 40 | this._shader; |
@@ -74,7 +74,7 @@ function GLMaterial( world ) | |||
74 | // the vertex shader can apply deformations requiring refinement in | 74 | // the vertex shader can apply deformations requiring refinement in |
75 | // certain areas. | 75 | // certain areas. |
76 | this.hasVertexDeformation = function() { return this._hasVertexDeformation; } | 76 | this.hasVertexDeformation = function() { return this._hasVertexDeformation; } |
77 | this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); } | 77 | this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); } |
78 | this.getVertexDeformationTolerance = function() { return this._vertexDeformationTolerance; } | 78 | this.getVertexDeformationTolerance = function() { return this._vertexDeformationTolerance; } |
79 | 79 | ||
80 | 80 | ||
diff --git a/js/helper-classes/RDGE/GLRectangle.js b/js/helper-classes/RDGE/GLRectangle.js index e72b4488..7fe03022 100644 --- a/js/helper-classes/RDGE/GLRectangle.js +++ b/js/helper-classes/RDGE/GLRectangle.js | |||
@@ -1121,6 +1121,7 @@ RectangleStroke.create = function( rectCtr, width, height, strokeWidth, tlRad, | |||
1121 | 1121 | ||
1122 | // create the RDGE primitive | 1122 | // create the RDGE primitive |
1123 | var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); | 1123 | var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); |
1124 | //var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.LINES, nVertices); | ||
1124 | return prim; | 1125 | return prim; |
1125 | } | 1126 | } |
1126 | 1127 | ||
@@ -1214,6 +1215,7 @@ RectangleGeometry.create = function( ctr, width, height, material ) | |||
1214 | 1215 | ||
1215 | // create the RDGE primitive | 1216 | // create the RDGE primitive |
1216 | var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); | 1217 | var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); |
1218 | //var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.LINES, nVertices); | ||
1217 | return prim; | 1219 | return prim; |
1218 | } | 1220 | } |
1219 | 1221 | ||
@@ -1301,7 +1303,7 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa | |||
1301 | i2 = indices[index+2]; | 1303 | i2 = indices[index+2]; |
1302 | 1304 | ||
1303 | // get the uv values | 1305 | // get the uv values |
1304 | var vrtIndex = 3*iTriangle; | 1306 | //var vrtIndex = 3*iTriangle; |
1305 | var iuv0 = 2 * i0, | 1307 | var iuv0 = 2 * i0, |
1306 | iuv1 = 2 * i1, | 1308 | iuv1 = 2 * i1, |
1307 | iuv2 = 2 * i2; | 1309 | iuv2 = 2 * i2; |
@@ -1335,7 +1337,7 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa | |||
1335 | iTriangle++; | 1337 | iTriangle++; |
1336 | index += 3; | 1338 | index += 3; |
1337 | } | 1339 | } |
1338 | else // split the triangle | 1340 | else // split the triangle into 4 parts |
1339 | { | 1341 | { |
1340 | //calculate the position of the new vertex | 1342 | //calculate the position of the new vertex |
1341 | var iPt0 = 3 * i0, | 1343 | var iPt0 = 3 * i0, |
@@ -1344,34 +1346,42 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa | |||
1344 | var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], | 1346 | var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], |
1345 | x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], | 1347 | x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], |
1346 | x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; | 1348 | x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; |
1347 | var xMid = (x0 + x1 + x2)/3.0, | 1349 | |
1348 | yMid = (y0 + y1 + y2)/3.0, | 1350 | // calculate the midpoints of the edges |
1349 | zMid = (z0 + z1 + z2)/3.0; | 1351 | var xA = (x0 + x1)/2.0, yA = (y0 + y1)/2.0, zA = (z0 + z1)/2.0, |
1350 | 1352 | xB = (x1 + x2)/2.0, yB = (y1 + y2)/2.0, zB = (z1 + z2)/2.0, | |
1351 | // calculate the uv value of the new coordinate | 1353 | xC = (x2 + x0)/2.0, yC = (y2 + y0)/2.0, zC = (z2 + z0)/2.0; |
1352 | var uMid = (u0 + u1 + u2)/3.0, | 1354 | |
1353 | vMid = (v0 + v1 + v2)/3.0; | 1355 | // calculate the uv values of the new coordinates |
1354 | 1356 | var uA = (u0 + u1)/2.0, vA = (v0 + v1)/2.0, | |
1355 | // calculate the normal for the new coordinate | 1357 | uB = (u1 + u2)/2.0, vB = (v1 + v2)/2.0, |
1358 | uC = (u2 + u0)/2.0, vC = (v2 + v0)/2.0; | ||
1359 | |||
1360 | // calculate the normals for the new points | ||
1356 | var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2], | 1361 | var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2], |
1357 | nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2], | 1362 | nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2], |
1358 | nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2]; | 1363 | nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2]; |
1359 | var nxMid = (nx0 + nx1 + nx2), | 1364 | var nxA = (nx0 + nx1), nyA = (ny0 + ny1), nzA = (nz0 + nz1); var nrmA = VecUtils.vecNormalize(3, [nxA, nyA, nzA], 1.0 ), |
1360 | nyMid = (ny0 + ny1 + ny2), | 1365 | nxB = (nx1 + nx2), nyB = (ny1 + ny2), nzB = (nz1 + nz2); var nrmB = VecUtils.vecNormalize(3, [nxB, nyB, nzB], 1.0 ), |
1361 | nzMid = (nz0 + nz1 + nz2); | 1366 | nxC = (nx2 + nx0), nyC = (ny2 + ny0), nzC = (nz2 + nz0); var nrmC = VecUtils.vecNormalize(3, [nxC, nyC, nzC], 1.0 ); |
1362 | var nrm = VecUtils.vecNormalize(3, [nxMid, nyMid, nzMid], 1.0 ); | 1367 | |
1363 | 1368 | // push everything | |
1364 | // push the new vertex | 1369 | verts.push(xA); verts.push(yA); verts.push(zA); |
1365 | verts.push(nrm[0]); verts.push(nrm[1]); verts.push(nrm[2]); | 1370 | verts.push(xB); verts.push(yB); verts.push(zB); |
1366 | uvs.push(uMid), uvs.push(vMid); | 1371 | verts.push(xC); verts.push(yC); verts.push(zC); |
1367 | norms.push(nrm[0]); norms.push(nrm[1]); norms.push(nrm[2]); | 1372 | uvs.push(uA), uvs.push(vA); |
1368 | var iMidVrt = nVertices; | 1373 | uvs.push(uB), uvs.push(vB); |
1369 | nVertices++; |