From 2d4da18a778471b02e188ad668752e331ee76127 Mon Sep 17 00:00:00 2001 From: hwc487 Date: Tue, 7 Feb 2012 14:35:55 -0800 Subject: test code for deformation shader --- js/helper-classes/RDGE/GLMaterial.js | 4 +- js/helper-classes/RDGE/GLRectangle.js | 64 ++++++++++++++---------- js/helper-classes/RDGE/GLWorld.js | 6 ++- js/helper-classes/RDGE/Materials/FlatMaterial.js | 11 ++-- 4 files changed, 52 insertions(+), 33 deletions(-) (limited to 'js/helper-classes') 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 ) // vertex deformation variables this._hasVertexDeformation = false; this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) - this._vertexDeformationTolerance = 0.05; + this._vertexDeformationTolerance = 0.1; // RDGE variables this._shader; @@ -74,7 +74,7 @@ function GLMaterial( world ) // the vertex shader can apply deformations requiring refinement in // certain areas. this.hasVertexDeformation = function() { return this._hasVertexDeformation; } - this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); } + this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); } this.getVertexDeformationTolerance = function() { return this._vertexDeformationTolerance; } 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, // 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; } @@ -1214,6 +1215,7 @@ RectangleGeometry.create = function( ctr, width, height, material ) // 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; } @@ -1301,7 +1303,7 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa i2 = indices[index+2]; // get the uv values - var vrtIndex = 3*iTriangle; + //var vrtIndex = 3*iTriangle; var iuv0 = 2 * i0, iuv1 = 2 * i1, iuv2 = 2 * i2; @@ -1335,7 +1337,7 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa iTriangle++; index += 3; } - else // split the triangle + else // split the triangle into 4 parts { //calculate the position of the new vertex var iPt0 = 3 * i0, @@ -1344,34 +1346,42 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa 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]; - var xMid = (x0 + x1 + x2)/3.0, - yMid = (y0 + y1 + y2)/3.0, - zMid = (z0 + z1 + z2)/3.0; - - // calculate the uv value of the new coordinate - var uMid = (u0 + u1 + u2)/3.0, - vMid = (v0 + v1 + v2)/3.0; - - // calculate the normal for the new coordinate + + // 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 nxMid = (nx0 + nx1 + nx2), - nyMid = (ny0 + ny1 + ny2), - nzMid = (nz0 + nz1 + nz2); - var nrm = VecUtils.vecNormalize(3, [nxMid, nyMid, nzMid], 1.0 ); - - // push the new vertex - verts.push(nrm[0]); verts.push(nrm[1]); verts.push(nrm[2]); - uvs.push(uMid), uvs.push(vMid); - norms.push(nrm[0]); norms.push(nrm[1]); norms.push(nrm[2]); - var iMidVrt = nVertices; - nVertices++; - - // split the current triangle into 3 - indices[index+2] = iMidVrt; - indices.push(i1); indices.push(i2); indices.push(iMidVrt); nTriangles++; - indices.push(i2); indices.push(i0); indices.push(iMidVrt); nTriangles++; + 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 } 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 = ""; var rdgeStarted = false; var nodeCounter = 0; +var worldCounter = 0; /////////////////////////////////////////////////////////////////////// @@ -70,6 +71,9 @@ function GLWorld( canvas, use3D ) // no animated materials this._firstRender = true; + this._worldCount = worldCounter; + worldCounter++; + /////////////////////////////////////////////////////////////////////// // Property accessors /////////////////////////////////////////////////////////////////////// @@ -236,7 +240,7 @@ function GLWorld( canvas, use3D ) { renderer.disableCulling(); this.myScene.render(); - //console.log( "render" ); + console.log( "render" ); if (this._firstRender) { 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() /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// - this.getColor = function() { return this._color; } - this.getShaderName = function() { return this._shaderName; } + this.getColor = function() { return this._color; } + this.getShaderName = function() { return this._shaderName; } - this.isAnimated = function() { return false; } + this.isAnimated = function() { return false; } + this.hasVertexDeformation = function() { return true; } + this._hasVertexDeformation = true; + this._vertexDeformationTolerance = 0.2; //////////////////////////////////s///////////////////////////////////// // Methods @@ -55,6 +58,7 @@ function FlatMaterial() // this._shader.colorMe.u_limit1.set( [0.25] ); // this._shader.colorMe.u_limit2.set( [0.5] ); // this._shader.colorMe.u_limit3.set( [0.75] ); +// this._shader.colorMe.u_center.set( [0.0] ); // this._shader.colorMe.u_taperAmount.set( [0.5] ); } @@ -146,6 +150,7 @@ flatShaderDef = //'u_limit1': { 'type': 'float' }, //'u_limit2': { 'type': 'float' }, //'u_limit3': { 'type': 'float' }, + //'u_center': { 'type': 'float' }, //'u_taperAmount': { 'type': 'float' } }, }, -- cgit v1.2.3