diff options
Diffstat (limited to 'js/helper-classes')
-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 |
4 files changed, 52 insertions, 33 deletions
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++; | 1374 | uvs.push(uC), uvs.push(vC); |
1370 | 1375 | norms.push(nrmA[0]); norms.push(nrmA[1]); norms.push(nrmA[2]); | |
1371 | // split the current triangle into 3 | 1376 | norms.push(nrmB[0]); norms.push(nrmB[1]); norms.push(nrmB[2]); |
1372 | indices[index+2] = iMidVrt; | 1377 | norms.push(nrmC[0]); norms.push(nrmC[1]); norms.push(nrmC[2]); |
1373 | indices.push(i1); indices.push(i2); indices.push(iMidVrt); nTriangles++; | 1378 | |
1374 | indices.push(i2); indices.push(i0); indices.push(iMidVrt); nTriangles++; | 1379 | // split the current triangle into 4 |
1380 | indices[index+1] = nVertices; indices[index+2] = nVertices+2; | ||
1381 | indices.push(nVertices); indices.push(i1); indices.push(nVertices+1); nTriangles++; | ||
1382 | indices.push(nVertices+1); indices.push(i2); indices.push(nVertices+2); nTriangles++; | ||
1383 | indices.push(nVertices); indices.push(nVertices+1); indices.push(nVertices+2); nTriangles++; | ||
1384 | nVertices += 3; | ||
1375 | 1385 | ||
1376 | // by not advancing 'index', we examine the first of the 3 triangles generated above | 1386 | // by not advancing 'index', we examine the first of the 3 triangles generated above |
1377 | } | 1387 | } |
diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js index c97e29d4..83ed717d 100644 --- a/js/helper-classes/RDGE/GLWorld.js +++ b/js/helper-classes/RDGE/GLWorld.js | |||
@@ -14,6 +14,7 @@ var fragmentShaderSource = ""; | |||
14 | var rdgeStarted = false; | 14 | var rdgeStarted = false; |
15 | 15 | ||
16 | var nodeCounter = 0; | 16 | var nodeCounter = 0; |
17 | var worldCounter = 0; | ||
17 | 18 | ||
18 | 19 | ||
19 | /////////////////////////////////////////////////////////////////////// | 20 | /////////////////////////////////////////////////////////////////////// |
@@ -70,6 +71,9 @@ function GLWorld( canvas, use3D ) | |||
70 | // no animated materials | 71 | // no animated materials |
71 | this._firstRender = true; | 72 | this._firstRender = true; |
72 | 73 | ||
74 | this._worldCount = worldCounter; | ||
75 | worldCounter++; | ||
76 | |||
73 | /////////////////////////////////////////////////////////////////////// | 77 | /////////////////////////////////////////////////////////////////////// |
74 | // Property accessors | 78 | // Property accessors |
75 | /////////////////////////////////////////////////////////////////////// | 79 | /////////////////////////////////////////////////////////////////////// |
@@ -236,7 +240,7 @@ function GLWorld( canvas, use3D ) | |||
236 | { | 240 | { |
237 | renderer.disableCulling(); | 241 | renderer.disableCulling(); |
238 | this.myScene.render(); | 242 | this.myScene.render(); |
239 | //console.log( "render" ); | 243 | console.log( "render" ); |
240 | 244 | ||
241 | if (this._firstRender) | 245 | if (this._firstRender) |
242 | { | 246 | { |
diff --git a/js/helper-classes/RDGE/Materials/FlatMaterial.js b/js/helper-classes/RDGE/Materials/FlatMaterial.js index c8eb3b6c..de039231 100644 --- a/js/helper-classes/RDGE/Materials/FlatMaterial.js +++ b/js/helper-classes/RDGE/Materials/FlatMaterial.js | |||
@@ -26,10 +26,13 @@ function FlatMaterial() | |||
26 | /////////////////////////////////////////////////////////////////////// | 26 | /////////////////////////////////////////////////////////////////////// |
27 | // Property Accessors | 27 | // Property Accessors |
28 | /////////////////////////////////////////////////////////////////////// | 28 | /////////////////////////////////////////////////////////////////////// |
29 | this.getColor = function() { return this._color; } | 29 | this.getColor = function() { return this._color; } |
30 | this.getShaderName = function() { return this._shaderName; } | 30 | this.getShaderName = function() { return this._shaderName; } |
31 | 31 | ||
32 | this.isAnimated = function() { return false; } | 32 | this.isAnimated = function() { return false; } |
33 | this.hasVertexDeformation = function() { return true; } | ||
34 | this._hasVertexDeformation = true; | ||
35 | this._vertexDeformationTolerance = 0.2; | ||
33 | 36 | ||
34 | //////////////////////////////////s///////////////////////////////////// | 37 | //////////////////////////////////s///////////////////////////////////// |
35 | // Methods | 38 | // Methods |
@@ -55,6 +58,7 @@ function FlatMaterial() | |||
55 | // this._shader.colorMe.u_limit1.set( [0.25] ); | 58 | // this._shader.colorMe.u_limit1.set( [0.25] ); |
56 | // this._shader.colorMe.u_limit2.set( [0.5] ); | 59 | // this._shader.colorMe.u_limit2.set( [0.5] ); |
57 | // this._shader.colorMe.u_limit3.set( [0.75] ); | 60 | // this._shader.colorMe.u_limit3.set( [0.75] ); |
61 | // this._shader.colorMe.u_center.set( [0.0] ); | ||
58 | // this._shader.colorMe.u_taperAmount.set( [0.5] ); | 62 | // this._shader.colorMe.u_taperAmount.set( [0.5] ); |
59 | } | 63 | } |
60 | 64 | ||
@@ -146,6 +150,7 @@ flatShaderDef = | |||
146 | //'u_limit1': { 'type': 'float' }, | 150 | //'u_limit1': { 'type': 'float' }, |
147 | //'u_limit2': { 'type': 'float' }, |