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-rw-r--r--js/helper-classes/RDGE/GLCircle.js13
-rw-r--r--js/helper-classes/RDGE/GLGeomObj.js3
-rw-r--r--js/helper-classes/RDGE/GLLine.js3
-rw-r--r--js/helper-classes/RDGE/GLMaterial.js40
-rw-r--r--js/helper-classes/RDGE/GLRectangle.js171
-rw-r--r--js/helper-classes/RDGE/GLWorld.js238
-rw-r--r--js/helper-classes/RDGE/rdge-compiled.js147
-rw-r--r--js/helper-classes/RDGE/src/core/script/engine.js18
-rw-r--r--js/helper-classes/RDGE/src/core/script/init_state.js7
-rw-r--r--js/helper-classes/RDGE/src/core/script/jshader.js6
-rw-r--r--js/helper-classes/RDGE/src/core/script/renderer.js32
-rw-r--r--js/helper-classes/RDGE/src/core/script/run_state.js10
-rw-r--r--js/helper-classes/RDGE/src/core/script/runtime.js2
13 files changed, 548 insertions, 142 deletions
diff --git a/js/helper-classes/RDGE/GLCircle.js b/js/helper-classes/RDGE/GLCircle.js
index e6bcba89..08057778 100644
--- a/js/helper-classes/RDGE/GLCircle.js
+++ b/js/helper-classes/RDGE/GLCircle.js
@@ -55,14 +55,16 @@ function GLCircle()
55 55
56 this.m_world = world; 56 this.m_world = world;
57 57
58
58 if(strokeMaterial) 59 if(strokeMaterial)
59 {
60 this._strokeMaterial = strokeMaterial; 60 this._strokeMaterial = strokeMaterial;
61 } 61 else
62 this._strokeMaterial = new FlatMaterial();
63
62 if(fillMaterial) 64 if(fillMaterial)
63 {
64 this._fillMaterial = fillMaterial; 65 this._fillMaterial = fillMaterial;
65 } 66 else
67 this._fillMaterial = new FlatMaterial();
66 } 68 }
67 69
68 /////////////////////////////////////////////////////////////////////// 70 ///////////////////////////////////////////////////////////////////////
@@ -131,6 +133,9 @@ function GLCircle()
131 if (!world) throw( "null world in buildBuffers" ); 133 if (!world) throw( "null world in buildBuffers" );
132 134
133 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 );
134 139
135 // create the gl buffer 140 // create the gl buffer
136 var gl = world.getGLContext(); 141 var gl = world.getGLContext();
diff --git a/js/helper-classes/RDGE/GLGeomObj.js b/js/helper-classes/RDGE/GLGeomObj.js
index 62fbf562..5d7497ad 100644
--- a/js/helper-classes/RDGE/GLGeomObj.js
+++ b/js/helper-classes/RDGE/GLGeomObj.js
@@ -103,6 +103,9 @@ function GLGeomObj()
103 } 103 }
104 } 104 }
105 } 105 }
106
107 var world = this.getWorld();
108 if (world) world.restartRenderLoop();
106 } 109 }
107 110
108 this.setFillColor = function(c) { this.setMaterialColor(c, "fill"); } 111 this.setFillColor = function(c) { this.setMaterialColor(c, "fill"); }
diff --git a/js/helper-classes/RDGE/GLLine.js b/js/helper-classes/RDGE/GLLine.js
index bd3cbc26..f01e1610 100644
--- a/js/helper-classes/RDGE/GLLine.js
+++ b/js/helper-classes/RDGE/GLLine.js
@@ -109,6 +109,9 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro
109 var world = this.getWorld(); 109 var world = this.getWorld();
110 if (!world) throw( "null world in buildBuffers" ); 110 if (!world) throw( "null world in buildBuffers" );
111 if (!world._useWebGL) return; 111 if (!world._useWebGL) return;
112
113 // make sure RDGE has the correct context
114 g_Engine.setContext( world.getCanvas().uuid );
112 115
113 // create the gl buffer 116 // create the gl buffer
114 var gl = world.getGLContext(); 117 var gl = world.getGLContext();
diff --git a/js/helper-classes/RDGE/GLMaterial.js b/js/helper-classes/RDGE/GLMaterial.js
index e1a68abd..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;
@@ -62,6 +67,16 @@ function GLMaterial( world )
62 this.getShader = function() { return this._shader; } 67 this.getShader = function() { return this._shader; }
63 this.getMaterialNode = function() { return this._materialNode; } 68 this.getMaterialNode = function() { return this._materialNode; }
64 69
70 // a material can be animated or not. default is not.
71 // Any material needing continuous rendering should override this method
72 this.isAnimated = function() { return false; }
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
65 80
66 /////////////////////////////////////////////////////////////////////// 81 ///////////////////////////////////////////////////////////////////////
67 // Common Material Methods 82 // Common Material Methods
@@ -174,6 +189,31 @@ function GLMaterial( world )
174 // animated materials should implement the update method 189 // animated materials should implement the update method
175 } 190 }
176 191
192 this.registerTexture = function( texture )
193 {
194 // the world needs to know about the texture map
195 var world = this.getWorld();
196 if (!world)
197 console.log( "**** world not defined for registering texture map: " + texture.lookUpName );
198 else
199 world.textureToLoad( texture );
200 }
201
202 this.loadTexture = function( texMapName, wrap, mips )
203 {
204 var tex;
205 var world = this.getWorld();
206 if (!world)
207 console.log( "world not defined for material with texture map" );
208 else
209 {
210 var renderer = world.getRenderer();
211 tex = renderer.getTextureByName(texMapName, wrap, mips );
212 this.registerTexture( tex );
213 }
214 return tex;
215 }
216
177 this.export = function() 217 this.export = function()
178 { 218 {
179 // this function should be overridden by subclasses 219 // this function should be overridden by subclasses
diff --git a/js/helper-classes/RDGE/GLRectangle.js b/js/helper-classes/RDGE/GLRectangle.js
index b88ecc71..e34532d2 100644
--- a/js/helper-classes/RDGE/GLRectangle.js
+++ b/js/helper-classes/RDGE/GLRectangle.js
@@ -72,13 +72,14 @@ function GLRectangle()
72 this._materialSpecular = [0.4, 0.4, 0.4, 1.0]; 72 this._materialSpecular = [0.4, 0.4, 0.4, 1.0];
73 73
74 if(strokeMaterial) 74 if(strokeMaterial)
75 {
76 this._strokeMaterial = strokeMaterial; 75 this._strokeMaterial = strokeMaterial;
77 } 76 else
77 this._strokeMaterial = new FlatMaterial();
78
78 if(fillMaterial) 79 if(fillMaterial)
79 {
80 this._fillMaterial = fillMaterial; 80 this._fillMaterial = fillMaterial;
81 } 81 else
82 this._fillMaterial = new FlatMaterial();
82 } 83 }
83 84
84 /////////////////////////////////////////////////////////////////////// 85 ///////////////////////////////////////////////////////////////////////
@@ -209,8 +210,11 @@ function GLRectangle()
209 // get the world 210 // get the world
210 var world = this.getWorld(); 211 var world = this.getWorld();
211 if (!world) throw( "null world in buildBuffers" ); 212 if (!world) throw( "null world in buildBuffers" );
212 213 //console.log( "GLRectangle.buildBuffers " + world._worldCount );
213 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 );
214 218
215 // create the gl buffer 219 // create the gl buffer
216 var gl = world.getGLContext(); 220 var gl = world.getGLContext();
@@ -283,6 +287,7 @@ function GLRectangle()
283 xFill -= strokeSize; 287 xFill -= strokeSize;
284 yFill -= strokeSize; 288 yFill -= strokeSize;
285 var fillMaterial = this.makeFillMaterial(); 289 var fillMaterial = this.makeFillMaterial();
290 //console.log( "fillMaterial: " + fillMaterial.getName() );
286 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);
287 this._primArray.push( fillPrim ); 292 this._primArray.push( fillPrim );
288 this._materialNodeArray.push( fillMaterial.getMaterialNode() ); 293 this._materialNodeArray.push( fillMaterial.getMaterialNode() );
@@ -430,7 +435,7 @@ function GLRectangle()
430 this.createStroke = function(ctr, width, height, strokeWidth, tlRad, blRad, brRad, trRad, material) 435 this.createStroke = function(ctr, width, height, strokeWidth, tlRad, blRad, brRad, trRad, material)
431 { 436 {
432 // create the geometry 437 // create the geometry
433 var prim = RectangleStroke.create( ctr, width, height, strokeWidth, tlRad, blRad, brRad, trRad) 438 var prim = RectangleStroke.create( ctr, width, height, strokeWidth, tlRad, blRad, brRad, trRad, material)
434 return prim; 439 return prim;
435 } 440 }
436 441
@@ -440,9 +445,9 @@ function GLRectangle()
440 // special the (common) case of no rounded corners 445 // special the (common) case of no rounded corners
441 var prim 446 var prim
442 if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) && (trRad <= 0)) 447 if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) &&