From 96a0a8c916533eb5625816192ed38488f639326d Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 11:00:20 -0800 Subject: Integrating canvas-2d drawing and WebGL fixes, including adding back WebGL materials. Signed-off-by: Nivesh Rajbhandari --- .../RDGE/Materials/TwistVertMaterial.js | 248 +++++++++++++++++++++ 1 file changed, 248 insertions(+) create mode 100644 js/helper-classes/RDGE/Materials/TwistVertMaterial.js (limited to 'js/helper-classes/RDGE/Materials/TwistVertMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/TwistVertMaterial.js b/js/helper-classes/RDGE/Materials/TwistVertMaterial.js new file mode 100644 index 00000000..853e895c --- /dev/null +++ b/js/helper-classes/RDGE/Materials/TwistVertMaterial.js @@ -0,0 +1,248 @@ +/* + This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + + +/////////////////////////////////////////////////////////////////////// +// Class GLMaterial +// RDGE representation of a material. +/////////////////////////////////////////////////////////////////////// +function TwistVertMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "TwistVertMaterial"; + this._shaderName = "twistVert"; + + this._color = [1,0,0,1]; + + this._tex0 = 'assets/images/rocky-normal.jpg'; + this._tex1 = 'assets/images/metal.png'; + + this._angle = 0.0; + this._deltaTime = 0.01; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getColor = function() { return this._color; } + this.getShaderName = function() { return this._shaderName; } + + this.isAnimated = function() { return true; } + this.hasVertexDeformation = function() { return this._hasVertexDeformation; } + this._hasVertexDeformation = true; + this._vertexDeformationTolerance = 0.02; // should be a property + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new TwistVertMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = twistVertShaderDef; + this._shader.init(); + + // set the defaults + this._shader.twistMe.color.set( this.getColor() ); + + // set up the material node + this._materialNode = createMaterialNode("twistVertMaterial"); + this._materialNode.setShader(this._shader); + + // initialize the twist vert properties + this.updateShaderValues(); + } + + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["color", "u_limit1", "u_limit2", "u_center", "u_twistAmount", "u_tex0", "u_tex1" ]; + this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Center", "Twist Amount", "Front facing texture map", "Back facing texture map"]; + this._propTypes = ["color", "float", "float", "float", "float", "file", "file"]; + this._propValues = []; + + // initialize the property values + this._propValues[ this._propNames[0] ] = this._color.slice(); + this._propValues[ this._propNames[1] ] = 0.25; + this._propValues[ this._propNames[2] ] = 0.75; + this._propValues[ this._propNames[3] ] = 0.0; + this._propValues[ this._propNames[4] ] = 2.0*Math.PI; + this._propValues[ this._propNames[5] ] = this._tex0.slice(); + this._propValues[ this._propNames[6] ] = this._tex1.slice(); + + this.setProperty = function( prop, value ) + { + // make sure we have legitimate input + if (this.validateProperty( prop, value )) + { + switch (prop) + { + case "color": + case "u_tex1": + case "u_tex0": this._propValues[prop] = value.slice(); break; + default: this._propValues[prop] = value; break; + } + + this.updateShaderValues(); + } + } + /////////////////////////////////////////////////////////////////////// + + this.export = function() + { + // this function should be overridden by subclasses + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\n"; + + if (this._shader) + exportStr += "color: " + String(this._shader.twistMe.color) + "\n"; + else + exportStr += "color: " + this.getColor() + "\n"; + exportStr += "endMaterial\n"; + + return exportStr; + } + + this.import = function( importStr ) + { + var pu = new ParseUtils( importStr ); + var material = pu.nextValue( "material: " ); + if (material != this.getShaderName()) throw new Error( "ill-formed material" ); + this.setName( pu.nextValue( "name: ") ); + + var rtnStr; + try + { + var color = eval( "[" + pu.nextValue( "color: " ) + "]" ); + + this.setProperty( "color", color); + + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ); + index += endKey.length; + rtnStr = importStr.substr( index ); + } + catch (e) + { + throw new Error( "could not import material: " + importStr ); + } + + return rtnStr; + } + + this.update = function( time ) + { + if (this._shader && this._shader.twistMe) + { + var angle = this._angle; + angle += this._deltaTime; + if (angle > this._propValues[ "u_twistAmount" ]) + { + angle = this._propValues[ "u_twistAmount" ]; + this._deltaTime = -this._deltaTime; + } + else if (angle < 0.0) + { + angle = 0; + this._deltaTime = -this._deltaTime; + } + this._angle = angle; + this._shader.twistMe["u_twistAmount"].set( [angle] ); + } + } + + this.updateShaderValues = function() + { + if (this._shader && this._shader.twistMe) + { + var nProps = this._propNames.length; + for (var i=0; i - This file contains proprietary software owned by Motorola Mobility, Inc.
- No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
- (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. - */ - - -/////////////////////////////////////////////////////////////////////// -// Class GLMaterial -// RDGE representation of a material. -/////////////////////////////////////////////////////////////////////// -function TwistVertMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "TwistVertMaterial"; - this._shaderName = "twistVert"; - - this._color = [1,0,0,1]; - - this._tex0 = 'assets/images/rocky-normal.jpg'; - this._tex1 = 'assets/images/metal.png'; - - this._angle = 0.0; - this._deltaTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getColor = function() { return this._color; } - this.getShaderName = function() { return this._shaderName; } - - this.isAnimated = function() { return true; } - this.hasVertexDeformation = function() { return this._hasVertexDeformation; } - this._hasVertexDeformation = true; - this._vertexDeformationTolerance = 0.02; // should be a property - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new TwistVertMaterial(); } - - this.init = function() - { - // set up the shader - this._shader = new jshader(); - this._shader.def = twistVertShaderDef; - this._shader.init(); - - // set the defaults - this._shader.twistMe.color.set( this.getColor() ); - - // set up the material node - this._materialNode = createMaterialNode("twistVertMaterial"); - this._materialNode.setShader(this._shader); - - // initialize the twist vert properties - this.updateShaderValues(); - } - - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["color", "u_limit1", "u_limit2", "u_center", "u_twistAmount", "u_tex0", "u_tex1" ]; - this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Center", "Twist Amount", "Front facing texture map", "Back facing texture map"]; - this._propTypes = ["color", "float", "float", "float", "float", "file", "file"]; - this._propValues = []; - - // initialize the property values - this._propValues[ this._propNames[0] ] = this._color.slice(); - this._propValues[ this._propNames[1] ] = 0.25; - this._propValues[ this._propNames[2] ] = 0.75; - this._propValues[ this._propNames[3] ] = 0.0; - this._propValues[ this._propNames[4] ] = 2.0*Math.PI; - this._propValues[ this._propNames[5] ] = this._tex0.slice(); - this._propValues[ this._propNames[6] ] = this._tex1.slice(); - - this.setProperty = function( prop, value ) - { - // make sure we have legitimate input - if (this.validateProperty( prop, value )) - { - switch (prop) - { - case "color": - case "u_tex1": - case "u_tex0": this._propValues[prop] = value.slice(); break; - default: this._propValues[prop] = value; break; - } - - this.updateShaderValues(); - } - } - /////////////////////////////////////////////////////////////////////// - - this.export = function() - { - // this function should be overridden by subclasses - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\n"; - - if (this._shader) - exportStr += "color: " + String(this._shader.twistMe.color) + "\n"; - else - exportStr += "color: " + this.getColor() + "\n"; - exportStr += "endMaterial\n"; - - return exportStr; - } - - this.import = function( importStr ) - { - var pu = new ParseUtils( importStr ); - var material = pu.nextValue( "material: " ); - if (material != this.getShaderName()) throw new Error( "ill-formed material" ); - this.setName( pu.nextValue( "name: ") ); - - var rtnStr; - try - { - var color = eval( "[" + pu.nextValue( "color: " ) + "]" ); - - this.setProperty( "color", color); - - var endKey = "endMaterial\n"; - var index = importStr.indexOf( endKey ); - index += endKey.length; - rtnStr = importStr.substr( index ); - } - catch (e) - { - throw new Error( "could not import material: " + importStr ); - } - - return rtnStr; - } - - this.update = function( time ) - { - if (this._shader && this._shader.twistMe) - { - var angle = this._angle; - angle += this._deltaTime; - if (angle > this._propValues[ "u_twistAmount" ]) - { - angle = this._propValues[ "u_twistAmount" ]; - this._deltaTime = -this._deltaTime; - } - else if (angle < 0.0) - { - angle = 0; - this._deltaTime = -this._deltaTime; - } - this._angle = angle; - this._shader.twistMe["u_twistAmount"].set( [angle] ); - } - } - - this.updateShaderValues = function() - { - if (this._shader && this._shader.twistMe) - { - var nProps = this._propNames.length; - for (var i=0; i --- .../RDGE/Materials/TwistVertMaterial.js | 248 +++++++++++++++++++++ 1 file changed, 248 insertions(+) create mode 100644 js/helper-classes/RDGE/Materials/TwistVertMaterial.js (limited to 'js/helper-classes/RDGE/Materials/TwistVertMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/TwistVertMaterial.js b/js/helper-classes/RDGE/Materials/TwistVertMaterial.js new file mode 100644 index 00000000..853e895c --- /dev/null +++ b/js/helper-classes/RDGE/Materials/TwistVertMaterial.js @@ -0,0 +1,248 @@ +/* + This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + + +/////////////////////////////////////////////////////////////////////// +// Class GLMaterial +// RDGE representation of a material. +/////////////////////////////////////////////////////////////////////// +function TwistVertMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "TwistVertMaterial"; + this._shaderName = "twistVert"; + + this._color = [1,0,0,1]; + + this._tex0 = 'assets/images/rocky-normal.jpg'; + this._tex1 = 'assets/images/metal.png'; + + this._angle = 0.0; + this._deltaTime = 0.01; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.getColor = function() { return this._color; } + this.getShaderName = function() { return this._shaderName; } + + this.isAnimated = function() { return true; } + this.hasVertexDeformation = function() { return this._hasVertexDeformation; } + this._hasVertexDeformation = true; + this._vertexDeformationTolerance = 0.02; // should be a property + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new TwistVertMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = twistVertShaderDef; + this._shader.init(); + + // set the defaults + this._shader.twistMe.color.set( this.getColor() ); + + // set up the material node + this._materialNode = createMaterialNode("twistVertMaterial"); + this._materialNode.setShader(this._shader); + + // initialize the twist vert properties + this.updateShaderValues(); + } + + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + this._propNames = ["color", "u_limit1", "u_limit2", "u_center", "u_twistAmount", "u_tex0", "u_tex1" ]; + this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Center", "Twist Amount", "Front facing texture map", "Back facing texture map"]; + this._propTypes = ["color", "float", "float", "float", "float", "file", "file"]; + this._propValues = []; + + // initialize the property values + this._propValues[ this._propNames[0] ] = this._color.slice(); + this._propValues[ this._propNames[1] ] = 0.25; + this._propValues[ this._propNames[2] ] = 0.75; + this._propValues[ this._propNames[3] ] = 0.0; + this._propValues[ this._propNames[4] ] = 2.0*Math.PI; + this._propValues[ this._propNames[5] ] = this._tex0.slice(); + this._propValues[ this._propNames[6] ] = this._tex1.slice(); + + this.setProperty = function( prop, value ) + { + // make sure we have legitimate input + if (this.validateProperty( prop, value )) + { + switch (prop) + { + case "color": + case "u_tex1": + case "u_tex0": this._propValues[prop] = value.slice(); break; + default: this._propValues[prop] = value; break; + } + + this.updateShaderValues(); + } + } + /////////////////////////////////////////////////////////////////////// + + this.export = function() + { + // this function should be overridden by subclasses + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\n"; + + if (this._shader) + exportStr += "color: " + String(this._shader.twistMe.color) + "\n"; + else + exportStr += "color: " + this.getColor() + "\n"; + exportStr += "endMaterial\n"; + + return exportStr; + } + + this.import = function( importStr ) + { + var pu = new ParseUtils( importStr ); + var material = pu.nextValue( "material: " ); + if (material != this.getShaderName()) throw new Error( "ill-formed material" ); + this.setName( pu.nextValue( "name: ") ); + + var rtnStr; + try + { + var color = eval( "[" + pu.nextValue( "color: " ) + "]" ); + + this.setProperty( "color", color); + + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ); + index += endKey.length; + rtnStr = importStr.substr( index ); + } + catch (e) + { + throw new Error( "could not import material: " + importStr ); + } + + return rtnStr; + } + + this.update = function( time ) + { + if (this._shader && this._shader.twistMe) + { + var angle = this._angle; + angle += this._deltaTime; + if (angle > this._propValues[ "u_twistAmount" ]) + { + angle = this._propValues[ "u_twistAmount" ]; + this._deltaTime = -this._deltaTime; + } + else if (angle < 0.0) + { + angle = 0; + this._deltaTime = -this._deltaTime; + } + this._angle = angle; + this._shader.twistMe["u_twistAmount"].set( [angle] ); + } + } + + this.updateShaderValues = function() + { + if (this._shader && this._shader.twistMe) + { + var nProps = this._propNames.length; + for (var i=0; i