From f775fb752cac57a0c1f6c42c8c60f5ff329eab32 Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 11:36:19 -0800 Subject: Revert "Integrating canvas-2d drawing and WebGL fixes, including adding back WebGL materials." This reverts commit 96a0a8c916533eb5625816192ed38488f639326d. --- js/helper-classes/RDGE/GLCircle.js | 10 +- js/helper-classes/RDGE/GLLine.js | 594 ++++++++++----------- js/helper-classes/RDGE/GLRectangle.js | 117 +++- js/helper-classes/RDGE/GLWorld.js | 45 +- js/helper-classes/RDGE/Materials/DeformMaterial.js | 133 ----- js/helper-classes/RDGE/Materials/FlyMaterial.js | 133 ----- js/helper-classes/RDGE/Materials/JuliaMaterial.js | 150 ------ .../RDGE/Materials/KeleidoscopeMaterial.js | 149 ------ js/helper-classes/RDGE/Materials/MandelMaterial.js | 151 ------ js/helper-classes/RDGE/Materials/PlasmaMaterial.js | 134 ----- js/helper-classes/RDGE/Materials/PulseMaterial.js | 253 --------- .../RDGE/Materials/RadialBlurMaterial.js | 246 --------- .../RDGE/Materials/ReliefTunnelMaterial.js | 133 ----- .../RDGE/Materials/SquareTunnelMaterial.js | 133 ----- js/helper-classes/RDGE/Materials/StarMaterial.js | 133 ----- js/helper-classes/RDGE/Materials/TaperMaterial.js | 223 -------- js/helper-classes/RDGE/Materials/TunnelMaterial.js | 133 ----- js/helper-classes/RDGE/Materials/TwistMaterial.js | 149 ------ .../RDGE/Materials/TwistVertMaterial.js | 248 --------- js/helper-classes/RDGE/Materials/WaterMaterial.js | 133 ----- .../RDGE/Materials/ZInvertMaterial.js | 133 ----- js/helper-classes/RDGE/MaterialsLibrary.js | 59 -- .../RDGE/src/core/script/precompiled.js | 10 +- js/helper-classes/RDGE/src/core/script/runtime.js | 14 +- .../RDGE/src/core/script/scenegraphNodes.js | 8 +- .../RDGE/src/tools/compile-rdge-core.bat | 4 - .../RDGE/src/tools/compile-rdge-core.sh | 3 - js/helper-classes/RDGE/src/tools/compiler.jar | Bin 4927265 -> 0 bytes js/helper-classes/RDGE/src/tools/rdge-compiled.js | 454 ---------------- 29 files changed, 435 insertions(+), 3650 deletions(-) delete mode 100644 js/helper-classes/RDGE/Materials/DeformMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/FlyMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/JuliaMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/KeleidoscopeMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/MandelMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/PlasmaMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/PulseMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/RadialBlurMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/ReliefTunnelMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/SquareTunnelMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/StarMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/TaperMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/TunnelMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/TwistMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/TwistVertMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/WaterMaterial.js delete mode 100644 js/helper-classes/RDGE/Materials/ZInvertMaterial.js delete mode 100644 js/helper-classes/RDGE/src/tools/compile-rdge-core.bat delete mode 100644 js/helper-classes/RDGE/src/tools/compile-rdge-core.sh delete mode 100644 js/helper-classes/RDGE/src/tools/compiler.jar delete mode 100644 js/helper-classes/RDGE/src/tools/rdge-compiled.js (limited to 'js/helper-classes/RDGE') diff --git a/js/helper-classes/RDGE/GLCircle.js b/js/helper-classes/RDGE/GLCircle.js index 5b32547e..08057778 100755 --- a/js/helper-classes/RDGE/GLCircle.js +++ b/js/helper-classes/RDGE/GLCircle.js @@ -400,10 +400,7 @@ function GLCircle() ctx.lineWidth = 0; ctx.fillStyle = "#990000"; if (this._fillColor) - { - var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")"; - ctx.fillStyle = c; - } + ctx.fillStyle = MathUtils.colorToHex( this._fillColor ); // draw the fill ctx.beginPath(); @@ -463,10 +460,7 @@ function GLCircle() ctx.lineWidth = lineWidth; ctx.strokeStyle = "#0000ff"; if (this._strokeColor) - { - var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")"; - ctx.strokeStyle = c; - } + ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor ); // draw the stroke p = MathUtils.transformPoint( bezPts[0], mat ); diff --git a/js/helper-classes/RDGE/GLLine.js b/js/helper-classes/RDGE/GLLine.js index 0d815145..5ec51230 100755 --- a/js/helper-classes/RDGE/GLLine.js +++ b/js/helper-classes/RDGE/GLLine.js @@ -11,74 +11,74 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot /////////////////////////////////////////////////////////////////////// function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, strokeColor, strokeMaterial, strokeStyle, xAdj, yAdj) { - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._width = 2.0; - this._height = 2.0; - this._xOffset = 0; - this._yOffset = 0; - - // If line doesn't fit in canvas world, we had to grow the canvas by this much on either side - this._xAdj = 0; - this._yAdj = 0; - - this._slope = 0; + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._width = 2.0; + this._height = 2.0; + this._xOffset = 0; + this._yOffset = 0; - this._strokeWidth = 0.25; + // If line doesn't fit in canvas world, we had to grow the canvas by this much on either side + this._xAdj = 0; + this._yAdj = 0; + + this._slope = 0; - this._strokeStyle = "Solid"; - this._scaleX = 1.0; - this._scaleY = 1.0; + this._strokeWidth = 0.25; - if (arguments.length > 0) - { - this._width = width; - this._height = height; - this._xOffset = xOffset; - this._yOffset = yOffset; + this._strokeStyle = "Solid"; + this._scaleX = 1.0; + this._scaleY = 1.0; - this._xAdj = xAdj; - this._yAdj = yAdj; + if (arguments.length > 0) + { + this._width = width; + this._height = height; + this._xOffset = xOffset; + this._yOffset = yOffset; - this._slope = slope; - this._strokeWidth = strokeSize; - this._strokeColor = strokeColor; + this._xAdj = xAdj; + this._yAdj = yAdj; - this._strokeStyle = strokeStyle; - this._scaleX = (world.getViewportWidth())/(world.getViewportHeight()); - } + this._slope = slope; + this._strokeWidth = strokeSize; + this._strokeColor = strokeColor; - this._strokeVerticesLen = 0; + this._strokeStyle = strokeStyle; + this._scaleX = (world.getViewportWidth())/(world.getViewportHeight()); + } - this.m_world = world; + this._strokeVerticesLen = 0; + + this.m_world = world; this._materialAmbient = [0.2, 0.2, 0.2, 1.0]; this._materialDiffuse = [0.4, 0.4, 0.4, 1.0]; this._materialSpecular = [0.4, 0.4, 0.4, 1.0]; - // initialize the inherited members - this.inheritedFrom = GLGeomObj; - this.inheritedFrom(); + // initialize the inherited members + this.inheritedFrom = GLGeomObj; + this.inheritedFrom(); - if(strokeMaterial) - { - this._strokeMaterial = strokeMaterial; - } + if(strokeMaterial) + { + this._strokeMaterial = strokeMaterial; + } - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// this.getStrokeWidth = function() { return this._strokeWidth; } this.setStrokeWidth = function(w) { this._strokeWidth = w; } this.getStrokeMaterial = function() { return this._strokeMaterial; } this.setStrokeMaterial = function(m) { this._strokeMaterial = m; } - this.getStrokeColor = function() { return this._strokeColor; } + this.getStrokeColor = function() { return this._strokeColor; } //this.setStrokeColor = function(c) { this._strokeColor = c; } - this.getStrokeStyle = function() { return this._strokeStyle; } + this.getStrokeStyle = function() { return this._strokeStyle; } this.setStrokeStyle = function(s) { this._strokeStyle = s; } this.getFillMaterial = function() { return null; } @@ -86,24 +86,24 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro this.setStrokeMaterial = function(m) { this._strokeMaterial = m; } this.getStrokeMaterial = function() { return this._strokeMaterial; } - this.getWidth = function() { return this._width; } + this.getWidth = function() { return this._width; } this.setWidth = function(w) { this._width = w; } this.getHeight = function() { return this._height; } this.setHeight = function(h) { this._height = h; } - this.getXAdj = function() { return this._xAdj; } + this.getXAdj = function() { return this._xAdj; } this.setXAdj = function(x) { this._xAdj = x; } - this.getYAdj = function() { return this._yAdj; } + this.getYAdj = function() { return this._yAdj; } this.setYAdj = function(y) { this._yAdj = y; } - this.getSlope = function() { return this._slope; } + this.getSlope = function() { return this._slope; } this.setSlope = function(m) { this._slope = m; } - this.geomType = function() { return this.GEOM_TYPE_LINE; } + this.geomType = function() { return this.GEOM_TYPE_LINE; } - /////////////////////////////////////////////////////////////////////// + /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// this.export = function() @@ -137,14 +137,14 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro this._yOffset = Number( this.getPropertyFromString( "yoff: ", importStr ) ); this._width = Number( this.getPropertyFromString( "width: ", importStr ) ); this._height = Number( this.getPropertyFromString( "height: ", importStr ) ); - this._xAdj = Number( this.getPropertyFromString( "xAdj: ", importStr ) ); - this._yAdj = Number( this.getPropertyFromString( "yAdj: ", importStr ) ); + this._xAdj = Number( this.getPropertyFromString( "xAdj: ", importStr ) ); + this._yAdj = Number( this.getPropertyFromString( "yAdj: ", importStr ) ); this._strokeWidth = Number( this.getPropertyFromString( "strokeWidth: ", importStr ) ); var slope = this.getPropertyFromString( "slope: ", importStr ); - if(isNaN(Number(slope))) - this._slope = slope; - else - this._slope = Number(slope); + if(isNaN(Number(slope))) + this._slope = slope; + else + this._slope = Number(slope); var strokeMaterialName = this.getPropertyFromString( "strokeMat: ", importStr ); this._strokeStyle = this.getPropertyFromString( "strokeStyle: ", importStr ); @@ -160,28 +160,28 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro } - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - this.buildBuffers = function() - { - // get the world - var world = this.getWorld(); - if (!world) throw( "null world in buildBuffers" ); + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + this.buildBuffers = function() + { + // get the world + var world = this.getWorld(); + if (!world) throw( "null world in buildBuffers" ); if (!world._useWebGL) return; // make sure RDGE has the correct context g_Engine.setContext( world.getCanvas().uuid ); - // create the gl buffer - var gl = world.getGLContext(); + // create the gl buffer + var gl = world.getGLContext(); - this._strokeVerticesLen = 0; + this._strokeVerticesLen = 0; - var strokeVertices = []; - var strokeTextures = []; - var strokeNormals = []; - var strokeColors = []; + var strokeVertices = []; + var strokeTextures = []; + var strokeNormals = []; + var strokeColors = []; // var scaleMat = Matrix.I(3); // scaleMat.elements[0][0] = this._scaleX; @@ -193,7 +193,7 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro var vpw = world.getViewportWidth(), vph = world.getViewportHeight(); var xNDC = 2*this._xOffset/vpw, yNDC = 2*this._yOffset/vph, xFillNDC = this._width/vpw, yFillNDC = this._height/vph, - xAdjNDC = this._xAdj/vpw, yAdjNDC = this._yAdj/vph, + xAdjNDC = this._xAdj/vpw, yAdjNDC = this._yAdj/vph, xStrokeNDC = this._strokeWidth/vpw, yStrokeNDC = this._strokeWidth/vph; var aspect = world.getAspect(); @@ -218,180 +218,160 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro var xStroke = -z*(r-l)/(2.0*zn)*xStrokeNDC, yStroke = -z*(t-b)/(2.0*zn)*yStrokeNDC; - // get the x & y adjustments size + // get the x & y adjustments size var xAdj = -z*(r-l)/(2.0*zn)*xAdjNDC*2, yAdj = -z*(t-b)/(2.0*zn)*yAdjNDC*2; - this._primArray = []; - this._materialArray = []; + this._primArray = []; + this._materialArray = []; this._materialTypeArray = []; - this._materialNodeArray = []; - - this._scaleX = (world._viewportWidth)/(world._viewportHeight); - - var innerX = xFill-xStroke; - var innerY = yFill-yStroke; - - if(this._slope === "vertical") - { - strokeVertices = [ - -xFill+x, yFill+y, 0.0, - xFill+x, yFill+y, 0.0, - -xFill+x, -yFill+y, 0.0, - - xFill+x, -yFill+y, 0.0, - -xFill+x, -yFill+y, 0.0, - xFill+x, yFill+y, 0.0 - ]; - - strokeTextures = [ - 0, 1, - 1, 1, - 0, 0, - - 1, 0, - 0, 0, - 1, 1 - ]; - } - else if(this._slope === "horizontal") - { - // right now, this is the same as vertical line because, - // our canvas is the same size as us. - // But, we will need to use this when drawing in an existing GLWorld with other shapes - strokeVertices = [ - -xFill+x, yFill+y, 0.0, - xFill+x, yFill+y, 0.0, - -xFill+x, -yFill+y, 0.0, - - xFill+x, -yFill+y, 0.0, - -xFill+x, -yFill+y, 0.0, - xFill+x, yFill+y, 0.0 - ]; - - strokeTextures = [ - 0, 1, - 1, 1, - 0, 0, - - 1, 0, - 0, 0, - 1, 1 - ]; - } - else if(this._slope > 0) - { - // if slope is positive, draw a line from top-left to bottom-right - strokeVertices = [ - -xFill+x, yFill-2*yAdj+y, 0.0, - -xFill+2*xAdj+x, yFill+y, 0.0, - xFill-2*xAdj+x, -yFill+y, 0.0, - - xFill+x, -yFill+2*yAdj+y, 0.0, - xFill-2*xAdj+x, -yFill+y, 0.0, - -xFill+2*xAdj+x, yFill+y, 0.0 - ]; - - strokeTextures = [ - 0, 0, - 0, 1, - 1, 0, - - 1, 1, - 1, 0, - 0, 1 - ]; - } - else - { - // else slope is negative, draw a line from bottom-left to top-right - strokeVertices = [ - xFill-2*xAdj+x, yFill+y, 0.0, - -xFill+2*xAdj+x, -yFill+y, 0.0, - -xFill+x, -yFill+2*yAdj+y, 0.0, - - -xFill+2*xAdj+x, -yFill+y, 0.0, - xFill-2*xAdj+x, yFill+y, 0.0, - xFill+x, yFill-2*yAdj+y, 0.0 - ]; - - strokeTextures = [ - 1, 1, - 0, 0, - 0, 1, - - 0, 0, - 1, 1, - 1, 0 - ]; - } - - var z = 0; + this._materialNodeArray = []; + + this._scaleX = (world._viewportWidth)/(world._viewportHeight); + + var innerX = xFill-xStroke; + var innerY = yFill-yStroke; + +// if( (this._strokeStyle === "Dashed") || (this._strokeStyle === "Dotted") ) +// { +// var sLen = this.createStippledStrokes(strokeVertices, this._strokeWidth, this._slope, this._strokeStyle, innerX, innerY); +// this._strokeVerticesLen += sLen; +// } +// else + { + if(this._slope === "vertical") + { + strokeVertices = [ + -xFill+x, yFill+y, 0.0, + xFill+x, yFill+y, 0.0, + -xFill+x, -yFill+y, 0.0, + + xFill+x, -yFill+y, 0.0, + -xFill+x, -yFill+y, 0.0, + xFill+x, yFill+y, 0.0 + ]; + } + else if(this._slope === "horizontal") + { + // right now, this is the same as vertical line because, + // our canvas is the same size as us. + // But, we will need to use this when drawing in an existing GLWorld with other shapes + strokeVertices = [ + -xFill+x, yFill+y, 0.0, + xFill+x, yFill+y, 0.0, + -xFill+x, -yFill+y, 0.0, + + xFill+x, -yFill+y, 0.0, + -xFill+x, -yFill+y, 0.0, + xFill+x, yFill+y, 0.0 + ]; + } + else if(this._slope > 0) + { + // if slope is positive, draw a line from top-left to bottom-right + strokeVertices = [ + -xFill+x, yFill-2*yAdj+y, 0.0, + -xFill+2*xAdj+x, yFill+y, 0.0, + xFill-2*xAdj+x, -yFill+y, 0.0, + + xFill+x, -yFill+2*yAdj+y, 0.0, + xFill-2*xAdj+x, -yFill+y, 0.0, + -xFill+2*xAdj+x, yFill+y, 0.0 + ]; + } + else + { + // else slope is negative, draw a line from bottom-left to top-right + strokeVertices = [ + -xFill+x, -yFill+2*yAdj+y, 0.0, + -xFill+2*xAdj+x, -yFill+y, 0.0, + xFill-2*xAdj+x, yFill+y, 0.0, + + xFill+x, yFill-2*yAdj+y, 0.0, + xFill-2*xAdj+x, yFill+y, 0.0, + -xFill+2*xAdj+x, -yFill+y, 0.0 + ]; + } + } + + var z = 0; var indices = []; - var nVerts = strokeVertices.length/3; - - // stroke normals + var nVerts = strokeVertices.length/3; +// for(var i=0; i 0) - { + } + else if(this._slope > 0) + { p0 = [this._xAdj, this._yAdj]; p1 = [w - this._xAdj, h - this._yAdj]; - } - else - { - p0 = [this._xAdj, h - this._yAdj]; + } + else + { + p0 = [this._xAdj, h - this._yAdj]; p1 = [w - this._xAdj, this._yAdj]; } @@ -403,105 +383,105 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro /* - // type is Dotted or Dashed - this.createStippledStrokes = function(strokeVertices, strokeSize, slope, type, innerX, innerY) - { - var stippleLength = strokeSize; - - if (type === "Dotted") - { - stippleLength = this.DOT_LENGTH; - } - else if(type === "Dashed") - { - stippleLength = this.DASH_LENGTH; - } - - var numStrokes = 0; - var startPos = -innerX; - var endPos = innerX; - - var gap = this.GAP_LENGTH; - if(slope === "horizontal") - { - gap *= this._scaleX; - stippleLength *= this._scaleX; - } - else if(slope === "vertical") - { - startPos = -innerY; - endPos = innerY; - } - else - { - if(this._scaleX < 1) - { - startPos = -innerY; - endPos = innerY; - strokeSize = (strokeSize*this._scaleX)/2; + // type is Dotted or Dashed + this.createStippledStrokes = function(strokeVertices, strokeSize, slope, type, innerX, innerY) + { + var stippleLength = strokeSize; + + if (type === "Dotted") + { + stippleLength = this.DOT_LENGTH; + } + else if(type === "Dashed") + { + stippleLength = this.DASH_LENGTH; + } + + var numStrokes = 0; + var startPos = -innerX; + var endPos = innerX; + + var gap = this.GAP_LENGTH; + if(slope === "horizontal") + { + gap *= this._scaleX; + stippleLength *= this._scaleX; + } + else if(slope === "vertical") + { + startPos = -innerY; + endPos = innerY; + } + else + { + if(this._scaleX < 1) + { + startPos = -innerY; + endPos = innerY; + strokeSize = (strokeSize*this._scaleX)/2; // strokeSize *= this._scaleX; - stippleLength *= this._scaleX; - } - else - { - strokeSize = strokeSize/2; - gap *= this._scaleX; - stippleLength *= this._scaleX; - } - - } - - while(startPos + stippleLength < endPos) - { - if(slope === "horizontal") - { - strokeVertices.push(startPos); strokeVertices.push(-strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos); strokeVertices.push(strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push(-strokeSize); strokeVertices.push(0); - - strokeVertices.push(startPos); strokeVertices.push(strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push(-strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push(strokeSize); strokeVertices.push(0); - } - else if(slope === "vertical") - { - strokeVertices.push(-strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); - strokeVertices.push(strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); - strokeVertices.push(-strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); - - strokeVertices.push(strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); - strokeVertices.push(-strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); - strokeVertices.push(strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); - } - else - { - strokeVertices.push(startPos); strokeVertices.push(startPos*-slope-strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos); strokeVertices.push(startPos*-slope+strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope-strokeSize); strokeVertices.push(0); - - strokeVertices.push(startPos); strokeVertices.push(startPos*-slope+strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope-strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope+strokeSize); strokeVertices.push(0); - } - - numStrokes += 6; - - startPos += (stippleLength+gap); - } + stippleLength *= this._scaleX; + } + else + { + strokeSize = strokeSize/2; + gap *= this._scaleX; + stippleLength *= this._scaleX; + } + + } + + while(startPos + stippleLength < endPos) + { + if(slope === "horizontal") + { + strokeVertices.push(startPos); strokeVertices.push(-strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos); strokeVertices.push(strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push(-strokeSize); strokeVertices.push(0); + + strokeVertices.push(startPos); strokeVertices.push(strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push(-strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push(strokeSize); strokeVertices.push(0); + } + else if(slope === "vertical") + { + strokeVertices.push(-strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); + strokeVertices.push(strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); + strokeVertices.push(-strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); + + strokeVertices.push(strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); + strokeVertices.push(-strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); + strokeVertices.push(strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); + } + else + { + strokeVertices.push(startPos); strokeVertices.push(startPos*-slope-strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos); strokeVertices.push(startPos*-slope+strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope-strokeSize); strokeVertices.push(0); + + strokeVertices.push(startPos); strokeVertices.push(startPos*-slope+strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope-strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope+strokeSize); strokeVertices.push(0); + } + + numStrokes += 6; + + startPos += (stippleLength+gap); + } // - return numStrokes; - } + return numStrokes; + } */ - this.collidesWithPoint = function( x, y ) - { - if(x < this._xOffset) return false; - if(x > (this._xOffset + this._width)) return false; - if(y < this._yOffset) return false; - if(y > (this._yOffset + this._height)) return false; + this.collidesWithPoint = function( x, y ) + { + if(x < this._xOffset) return false; + if(x > (this._xOffset + this._width)) return false; + if(y < this._yOffset) return false; + if(y > (this._yOffset + this._height)) return false; - return true; - } + return true; + } } diff --git a/js/helper-classes/RDGE/GLRectangle.js b/js/helper-classes/RDGE/GLRectangle.js index 5b6ff94f..4216fe53 100755 --- a/js/helper-classes/RDGE/GLRectangle.js +++ b/js/helper-classes/RDGE/GLRectangle.js @@ -404,18 +404,12 @@ function GLRectangle() ctx.beginPath(); ctx.fillStyle = "#990000"; if (this._fillColor) - { - var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")"; - ctx.fillStyle = c; - } + ctx.fillStyle = MathUtils.colorToHex( this._fillColor ); // set the stroke ctx.strokeStyle = "#0000ff"; if (this._strokeColor) - { - var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")"; - ctx.strokeStyle = c; - } + ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor ); ctx.lineWidth = lw; var inset = Math.ceil( 0.5*lw ) + 0.5; @@ -1057,12 +1051,13 @@ RectangleStroke.create = function( rectCtr, width, height, strokeWidth, tlRad, { var paramRange = material.getVertexDeformationRange(); var tolerance = material.getVertexDeformationTolerance(); - //nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); + nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); } } // create the RDGE primitive var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); + //var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.LINES, nVertices); return prim; } @@ -1150,7 +1145,7 @@ RectangleGeometry.create = function( ctr, width, height, material ) { var paramRange = material.getVertexDeformationRange(); var tolerance = material.getVertexDeformationTolerance(); - //nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); + nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); } } @@ -1228,6 +1223,108 @@ ShapePrimitive.create = function(coords, normals, uvs, indices, primType, ver } +ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, paramRange, tolerance ) +{ + // get the param range + var pUMin = paramRange[0], pVMin = paramRange[1], + pUMax = paramRange[2], pVMax = paramRange[3]; + var iTriangle = 0; + var nTriangles = indices.length/3; + var index = 0; + while (iTriangle < nTriangles) + { + // get the indices of the 3 vertices + var i0 = indices[index], + i1 = indices[index+1], + i2 = indices[index+2]; + + // get the uv values + //var vrtIndex = 3*iTriangle; + var iuv0 = 2 * i0, + iuv1 = 2 * i1, + iuv2 = 2 * i2; + var u0 = uvs[iuv0], v0 = uvs[iuv0+1], + u1 = uvs[iuv1], v1 = uvs[iuv1+1], + u2 = uvs[iuv2], v2 = uvs[iuv2+1]; + + // find the u and v range + var uMin = u0, vMin = v0; + if (u1 < uMin) uMin = u1; if (v1 < vMin) vMin = v1; + if (u2 < uMin) uMin = u2; if (v2 < vMin) vMin = v2; + var uMax = u0, vMax = v0; + if (u1 > uMax) uMax = u1; if (v1 > vMax) vMax = v1; + if (u2 > uMax) uMax = u2; if (v2 > vMax) vMax = v2; + + // if the parameter range of the triangle is outside the + // desired parameter range, advance to the next polygon and continue + if ((uMin > pUMax) || (uMax < pUMin) || (vMin > pVMax) || (vMax < pVMin)) + { + // go to the next triangle + iTriangle++; + index += 3; + } + else + { + // check thesize of the triangle in uv space. If small enough, advance + // to the next triangle. If not small enough, split the triangle into 3; + var du = uMax - uMin, dv = vMax - vMin; + if ((du < tolerance) && (dv < tolerance)) + { + iTriangle++; + index += 3; + } + else // split the triangle into 4 parts + { + //calculate the position of the new vertex + var iPt0 = 3 * i0, + iPt1 = 3 * i1, + iPt2 = 3 * i2; + var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], + x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], + x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; + + // calculate the midpoints of the edges + var xA = (x0 + x1)/2.0, yA = (y0 + y1)/2.0, zA = (z0 + z1)/2.0, + xB = (x1 + x2)/2.0, yB = (y1 + y2)/2.0, zB = (z1 + z2)/2.0, + xC = (x2 + x0)/2.0, yC = (y2 + y0)/2.0, zC = (z2 + z0)/2.0; + + // calculate the uv values of the new coordinates + var uA = (u0 + u1)/2.0, vA = (v0 + v1)/2.0, + uB = (u1 + u2)/2.0, vB = (v1 + v2)/2.0, + uC = (u2 + u0)/2.0, vC = (v2 + v0)/2.0; + + // calculate the normals for the new points + var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2], + nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2], + nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2]; + var nxA = (nx0 + nx1), nyA = (ny0 + ny1), nzA = (nz0 + nz1); var nrmA = VecUtils.vecNormalize(3, [nxA, nyA, nzA], 1.0 ), + nxB = (nx1 + nx2), nyB = (ny1 + ny2), nzB = (nz1 + nz2); var nrmB = VecUtils.vecNormalize(3, [nxB, nyB, nzB], 1.0 ), + nxC = (nx2 + nx0), nyC = (ny2 + ny0), nzC = (nz2 + nz0); var nrmC = VecUtils.vecNormalize(3, [nxC, nyC, nzC], 1.0 ); + + // push everything + verts.push(xA); verts.push(yA); verts.push(zA); + verts.push(xB); verts.push(yB); verts.push(zB); + verts.push(xC); verts.push(yC); verts.push(zC); + uvs.push(uA), uvs.push(vA); + uvs.push(uB), uvs.push(vB); + uvs.push(uC), uvs.push(vC); + norms.push(nrmA[0]); norms.push(nrmA[1]); norms.push(nrmA[2]); + norms.push(nrmB[0]); norms.push(nrmB[1]); norms.push(nrmB[2]); + norms.push(nrmC[0]); norms.push(nrmC[1]); norms.push(nrmC[2]); + + // split the current triangle into 4 + indices[index+1] = nVertices; indices[index+2] = nVertices+2; + indices.push(nVertices); indices.push(i1); indices.push(nVertices+1); nTriangles++; + indices.push(nVertices+1); indices.push(i2); indices.push(nVertices+2); nTriangles++; + indices.push(nVertices); indices.push(nVertices+1); indices.push(nVertices+2); nTriangles++; + nVertices += 3; + + // by not advancing 'index', we examine the first of the 3 triangles generated above + } + } + } + return nVertices; +} diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js index 1edd5cff..c8327064 100755 --- a/js/helper-classes/RDGE/GLWorld.js +++ b/js/helper-classes/RDGE/GLWorld.js @@ -163,7 +163,7 @@ function GLWorld( canvas, use3D ) this.renderer.cameraManager().setActiveCamera(cam); // change clear color - //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); + this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); //this.renderer.NinjaWorld = this; @@ -206,7 +206,6 @@ function GLWorld( canvas, use3D ) { if (!dt) dt = 0.2; - dt = 0.01; // use our own internal throttle this.elapsed += dt; if (this._useWebGL) @@ -233,35 +232,39 @@ function GLWorld( canvas, use3D ) { g_Engine.setContext( this._canvas.uuid ); var ctx = g_Engine.getContext(); + var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle); + if (ctx1 != ctx) + console.log( "***** different contexts (2) *****" ); + var aRenderer = ctx1.renderer; var renderer = ctx.renderer; + if (renderer != aRenderer) + { + console.log( "***** DIFFERENT RENDERERS *****" ); + renderer = aRenderer; + } + if (renderer.unloadedTextureCount <= 0) { renderer.disableCulling(); //console.log( "GLWorld.draw " + renderer._world._worldCount ); - renderer._clear(); this.myScene.render(); if (this._firstRender) { - if (this._canvas.task) - { - this._firstRender = false; + this._firstRender = false; - if (!this.hasAnimatedMaterials()) - { - this._canvas.task.stop(); - //this._renderCount = 10; - } + if (!this.hasAnimatedMaterials()) + { + //this.myScene.render(); + this._canvas.task.stop(); + //this._renderCount = 10; } } else if (this._renderCount >= 0) { - if (this._canvas.task) - { - this._renderCount--; - if (this._renderCount <= 0) - this._canvas.task.stop(); - } + this._renderCount--; + if (this._renderCount <= 0) + this._canvas.task.stop(); } } } @@ -391,9 +394,11 @@ function GLWorld( canvas, use3D ) if (this._useWebGL) { rdgeStarted = true; - this._canvas.rdgeid = this._canvas.uuid; - g_Engine.registerCanvas(this._canvas, this); - RDGEStart( this._canvas ); + + this._canvas.rdgeid = this._canvas.uuid; + + g_Engine.registerCanvas(this._canvas, this); + RDGEStart( this._canvas ); //this._canvas.fpsTracker = new fpsTracker( '0' ); //this._canvas.task = new RDGETask(this._canvas, false); diff --git a/js/helper-classes/RDGE/Materials/DeformMaterial.js b/js/helper-classes/RDGE/Materials/DeformMaterial.js deleted file mode 100644 index ddc97383..00000000 --- a/js/helper-classes/RDGE/Materials/DeformMaterial.js +++ /dev/null @@ -1,133 +0,0 @@ -/* - 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 DeformMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "DeformMaterial"; - this._shaderName = "deform"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // all defined in parent PulseMaterial.js - // load the local default value - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new DeformMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = 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 FlyMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "FlyMaterial"; - this._shaderName = "fly"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // all defined in parent PulseMaterial.js - // load the local default value - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new FlyMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = 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 JuliaMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "JuliaMaterial"; - this._shaderName = "julia"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // no properties - this._propNames = []; - this._propLabels = []; - this._propTypes = []; - this._propValues = []; - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new JuliaMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = 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 KeleidoscopeMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "KeleidoscopeMaterial"; - this._shaderName = "keleidoscope"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // all defined in parent PulseMaterial.js - // load the local default value - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new KeleidoscopeMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = 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 MandelMaterial() -{ - // initialize the inherited members - this.inheritedFrom = PulseMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "MandelMaterial"; - this._shaderName = "mandel"; - - this._texMap = 'assets/images/rocky-normal.jpg'; - - this._time = 0.0; - this._dTime = 0.01; - - /////////////////////////////////////////////////////////////////////// - // Properties - /////////////////////////////////////////////////////////////////////// - // no properties - this._propNames = []; - this._propLabels = []; - this._propTypes = []; - this._propValues = []; - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - - this.isAnimated = function() { return true; } - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // allocate a new uber material - var newMat = new MandelMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = 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 PlasmaMaterial() -{ - // initialize the inherited members - this.inheritedFrom = GLMaterial; - this.inheritedFrom(); - - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "PlasmaMaterial"; - this._shaderName = "plasma"; - - this._time = 0.0; - this._dTime = 0.01; - this._speed = 1.0; - - this._color = [1,0,0,1]; - - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.getShaderName = function() { return this._shaderName; } - - this.isAnimated = function() { return true; } - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - this._propNames = ["color"]; - this._propLabels = ["Color"]; - this._propTypes = ["color"]; - this._propValues = []; - - this._propValues[ this._propNames[0] ] = this._color; - - this.setProperty = function( prop, value ) - { - // make sure we have legitimate imput - if (this.validateProperty( prop, value )) - { - this._color = value.slice(0); - this._shader.default[prop].set(value); - } - } - /////////////////////////////////////////////////////////////////////// - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function() { return new PlasmaMaterial(); } - - this.init = function() - { - // set up the shader - this._shader = new jshader(); - this._shader.def = plasmaShaderDef; - this._shader.init(); - - // set the default value - this._time = 0; - this._shader.default.u_time = this._time; - this.setProperty( "color", [this._time, 0, 0, 1] ); - - // set up the material node - this._materialNode = createMaterialNode("plasmaMaterial"); - this._materialNode.setShader(this._shader); - } - - this.update = function( time ) - { - this._shader.default.u_time = this._time; - var color = this.getProperty( "color" ); - color[0] = this._time; - this.setProperty( "color", color ); - //console.log( "update color to: " + color ); - this._time += this._dTime; - } - -} - -/////////////////////////////////////////////////////////////////////////////////////// -// RDGE shader - -// shader spec (can also be loaded from a .JSON file, or constructed at runtime) -var plasmaShaderDef = -{'shaders': - { - 'defaultVShader':"assets/shaders/plasma.vert.glsl", - 'defaultFShader':"assets/shaders/plasma.frag.glsl", - }, - 'techniques': - { - 'default': - [ - { - 'vshader' : 'defaultVShader', - 'fshader' : 'defaultFShader', - // attributes - 'attributes' : - { - 'vert' : { 'type' : 'vec3' }, - 'normal' : { 'type' : 'vec3' }, - 'texcoord' : { 'type' : 'vec2' }, - }, - // parameters - 'params' : - { - 'u_time' : { 'type' : 'float' }, - 'color' : { 'type' : 'vec4' } - }, - - // render states - 'states' : - { - 'depthEnable' : true, - 'offset':[1.0, 0.1] - }, - }, - ] - } -}; - diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js deleted file mode 100644 index 6f7e9fe0..00000000 --- a/js/helper-classes/RDGE/Materials/PulseMaterial.js +++ /dev/null @@ -1,253 +0,0 @@ -/* - 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.