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-rw-r--r--js/helper-classes/RDGE/GLRectangle.js8
-rw-r--r--js/helper-classes/RDGE/GLWorld.js32
-rw-r--r--js/helper-classes/RDGE/Materials/FlatMaterial.js41
-rw-r--r--js/helper-classes/RDGE/src/core/script/engine.js18
-rw-r--r--js/helper-classes/RDGE/src/core/script/jshader.js6
-rw-r--r--js/helper-classes/RDGE/src/core/script/runtime.js4
6 files changed, 58 insertions, 51 deletions
diff --git a/js/helper-classes/RDGE/GLRectangle.js b/js/helper-classes/RDGE/GLRectangle.js
index bc3b1478..1bb4bcac 100644
--- a/js/helper-classes/RDGE/GLRectangle.js
+++ b/js/helper-classes/RDGE/GLRectangle.js
@@ -279,10 +279,10 @@ function GLRectangle()
279 brRadius = -z*(r-l)/(2.0*zn)*brRadiusNDC; 279 brRadius = -z*(r-l)/(2.0*zn)*brRadiusNDC;
280 280
281 // stroke 281 // stroke
282// var strokeMaterial = this.makeStrokeMaterial(); 282 var strokeMaterial = this.makeStrokeMaterial();
283// prim = this.createStroke([x,y], 2*xFill, 2*yFill, strokeSize, tlRadius, blRadius, brRadius, trRadius, strokeMaterial) 283 prim = this.createStroke([x,y], 2*xFill, 2*yFill, strokeSize, tlRadius, blRadius, brRadius, trRadius, strokeMaterial)
284// this._primArray.push( prim ); 284 this._primArray.push( prim );
285// this._materialNodeArray.push( strokeMaterial.getMaterialNode() ); 285 this._materialNodeArray.push( strokeMaterial.getMaterialNode() );
286 286
287 // fill 287 // fill
288 tlRadius -= strokeSize; if (tlRadius < 0) tlRadius = 0.0; 288 tlRadius -= strokeSize; if (tlRadius < 0) tlRadius = 0.0;
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js
index b84bb585..0dc34034 100644
--- a/js/helper-classes/RDGE/GLWorld.js
+++ b/js/helper-classes/RDGE/GLWorld.js
@@ -240,6 +240,7 @@ function GLWorld( canvas, use3D )
240 if (renderer != aRenderer) console.log( "***** DIFFERENT RENDERERS *****" ); 240 if (renderer != aRenderer) console.log( "***** DIFFERENT RENDERERS *****" );
241 renderer.disableCulling(); 241 renderer.disableCulling();
242 this.myScene.render(); 242 this.myScene.render();
243 console.log( "render" );
243 244
244 if (this._firstRender) 245 if (this._firstRender)
245 { 246 {
@@ -247,15 +248,15 @@ function GLWorld( canvas, use3D )
247 248
248 if (!this.hasAnimatedMaterials()) 249 if (!this.hasAnimatedMaterials())
249 { 250 {
250 this.myScene.render(); 251 //this.myScene.render();
251 //this._canvas.task.stop(); 252 //this._canvas.task.stop();
252 this._renderCount = 3; 253 this._renderCount = 10;
253 } 254 }
254 } 255 }
255 else if (this._renderCount >= 0) 256 else if (this._renderCount >= 0)
256 { 257 {
257 this._renderCount--; 258 this._renderCount--;
258 if (this._renderCount == 0) 259 if (this._renderCount <= 0)
259 this._canvas.task.stop(); 260 this._canvas.task.stop();
260 } 261 }
261 262
@@ -270,6 +271,7 @@ function GLWorld( canvas, use3D )
270 this.onRunState = function() 271 this.onRunState = function()
271 { 272 {
272 console.log( "GLWorld.onRunState" ); 273 console.log( "GLWorld.onRunState" );
274 this.restartRenderLoop();
273 } 275 }
274 276
275 this.onLoadState = function() 277 this.onLoadState = function()
@@ -387,16 +389,13 @@ function GLWorld( canvas, use3D )
387 { 389 {
388 rdgeStarted = true; 390 rdgeStarted = true;
389 391
390 // TODO - temporary fix for RDGE id's 392 this._canvas.rdgeid = this._canvas.uuid;
391 this._canvas.id = this._canvas.uuid;
392
393 g_Engine.registerCanvas(this._canvas, this); 393 g_Engine.registerCanvas(this._canvas, this);
394 RDGEStart( this._canvas ); 394 RDGEStart( this._canvas );
395 395
396 //this._canvas.fpsTracker = new fpsTracker( '0' ); 396 //this._canvas.fpsTracker = new fpsTracker( '0' );
397 this._canvas.task = new RDGETask(this._canvas, false); 397 //this._canvas.task = new RDGETask(this._canvas, false);
398 this._canvas.task.stop() 398 this._canvas.task.stop()
399 //this._canvas.task.start()
400 } 399 }
401} 400}
402 401
@@ -508,11 +507,16 @@ GLWorld.prototype.addObject = function( obj )
508 507
509GLWorld.prototype.restartRenderLoop = function() 508GLWorld.prototype.restartRenderLoop = function()
510{ 509{
510 console.log( "restartRenderLoop" );
511
511 this._firstRender = true; 512 this._firstRender = true;
512 if (this._allMapsLoaded) 513 if (this._canvas.task)
513 this._canvas.task.start(); 514 {
514 else 515 if (this._allMapsLoaded)
515 this._canvas.task.stop(); 516 this._canvas.task.start();
517 else
518 this._canvas.task.stop();
519 }
516} 520}
517 521
518//append to the list of objects if obj doesn't already exist 522//append to the list of objects if obj doesn't already exist
@@ -563,7 +567,7 @@ GLWorld.prototype.clearTree = function()
563 { 567 {
564 var root = this._rootNode; 568 var root = this._rootNode;
565 root.children = new Array(); 569 root.children = new Array();
566 g_Engine.unregisterCanvas( this._canvas.id ) 570 g_Engine.unregisterCanvas( this._canvas.rdgeid )
567 571
568 this.update( 0 ); 572 this.update( 0 );
569 this.draw(); 573 this.draw();
@@ -805,7 +809,7 @@ GLWorld.prototype.getShapeFromPoint = function( offsetX, offsetY )
805GLWorld.prototype.export = function() 809GLWorld.prototype.export = function()
806{ 810{
807 var exportStr = "GLWorld 1.0\n"; 811 var exportStr = "GLWorld 1.0\n";
808 exportStr += "id: " + this._canvas.id + "\n"; 812 exportStr += "id: " + this._canvas.rdgeid + "\n";
809 exportStr += "fov: " + this._fov + "\n"; 813 exportStr += "fov: " + this._fov + "\n";
810 exportStr += "zNear: " + this._zNear + "\n"; 814 exportStr += "zNear: " + this._zNear + "\n";
811 exportStr += "zFar: " + this._zFar + "\n"; 815 exportStr += "zFar: " + this._zFar + "\n";
diff --git a/js/helper-classes/RDGE/Materials/FlatMaterial.js b/js/helper-classes/RDGE/Materials/FlatMaterial.js
index f342eef8..3e3ae25e 100644
--- a/js/helper-classes/RDGE/Materials/FlatMaterial.js
+++ b/js/helper-classes/RDGE/Materials/FlatMaterial.js
@@ -50,6 +50,12 @@ function FlatMaterial()
50 // set up the material node 50 // set up the material node
51 this._materialNode = createMaterialNode("flatMaterial"); 51 this._materialNode = createMaterialNode("flatMaterial");
52 this._materialNode.setShader(this._shader); 52 this._materialNode.setShader(this._shader);
53
54 // initialize the taper properties
55// this._shader.colorMe.u_limit1.set( [0.25] );
56// this._shader.colorMe.u_limit2.set( [0.5] );
57// this._shader.colorMe.u_limit3.set( [0.75] );
58// this._shader.colorMe.u_taperAmount.set( [0.5] );
53 } 59 }
54 60
55 61
@@ -102,10 +108,11 @@ function FlatMaterial()
102 var rtnStr = importStr.substr( index ); 108 var rtnStr = importStr.substr( index );
103 return rtnStr; 109 return rtnStr;
104 } 110 }
105}
106 111
107// used to create unique names 112 this.update = function( time )
108var flatMaterialCounter = 0; 113 {
114 }
115}
109 116
110/////////////////////////////////////////////////////////////////////////////////////// 117///////////////////////////////////////////////////////////////////////////////////////
111// RDGE shader 118// RDGE shader
@@ -114,35 +121,31 @@ var flatMaterialCounter = 0;
114flatShaderDef = 121flatShaderDef =
115{ 122{
116 'shaders': { // shader files 123 'shaders': { // shader files
117 'defaultVShader': "\ 124 'defaultVShader':"assets/shaders/Basic.vert.glsl",
118 uniform mat4 u_mvMatrix;\ 125 'defaultFShader':"assets/shaders/Basic.frag.glsl",
119 uniform mat4 u_projMatrix;\
120 attribute vec3 a_pos;\
121 void main() {\
122 gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\
123 }",
124 'defaultFShader': "\
125 precision highp float;\
126 uniform vec4 color;\
127 void main() {\
128 gl_FragColor = color;\
129 }",
130 }, 126 },
131 'techniques': { // rendering control 127 'techniques': { // rendering control
132 'colorMe':[ // simple color pass 128 'colorMe':[ // simple color pass
133 { 129 {
134 'vshader' : 'defaultVShader', 130 'vshader' : 'defaultVShader',
135 'fshader' : 'defaultFShader', 131 'fshader' : 'defaultFShader',
136 132
137 // attributes 133 // attributes
138 'attributes' : 134 'attributes' :
139 { 135 {
140 'a_pos' : { 'type' : 'vec3' } // only using position for this shader 136 'vert' : { 'type' : 'vec3' },
137 'normal' : { 'type' : 'vec3' },
138 'texcoord' : { 'type' : 'vec2' },
141 }, 139 },
142 // attributes 140 // attributes
143 'params' : 141 'params' :
144 { 142 {
145 'color' : { 'type' : 'vec4' } 143 'color' : { 'type' : 'vec4' },
144
145 //'u_limit1': { 'type': 'float' },
146 //'u_limit2': { 'type': 'float' },