From 22cbc9644b79df60b3f6336f9563debd47fb3ea1 Mon Sep 17 00:00:00 2001 From: hwc487 Date: Thu, 28 Jun 2012 11:44:15 -0700 Subject: Added capability to split a mesh into multiiple parts to avoid buffer overflow situations. --- js/lib/rdge/materials/material.js | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) (limited to 'js/lib/rdge/materials/material.js') diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js index 65448c0c..34524097 100755 --- a/js/lib/rdge/materials/material.js +++ b/js/lib/rdge/materials/material.js @@ -32,16 +32,12 @@ var Material = function GLMaterial( world ) { // vertex deformation variables this._hasVertexDeformation = false; this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) - this._vertexDeformationTolerance = 0.1; + this._vertexDeformationTolerance = 0.02; // RDGE variables this._shader = null; this._materialNode = null; - // vertex deformation variables - this._hasVertexDeformation = false; - this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) - this._vertexDeformationTolerance = 0.02; /////////////////////////////////////////////////////////////////////// // Property Accessors @@ -366,6 +362,10 @@ var Material = function GLMaterial( world ) { throw new Error( "Material.init() must be overridden by subclass" ); }; + this.resetToDefault = function() { + // materials should override this functinon + }; + this.update = function( time ) { // animated materials should implement the update method }; @@ -374,6 +374,10 @@ var Material = function GLMaterial( world ) { // some materials need to preserve an aspect ratio - or someting else. }; + this.fitToPrimitiveArray = function( primArray ) { + // some materials need to preserve an aspect ratio - or someting else. + }; + this.registerTexture = function( texture ) { // the world needs to know about the texture map var world = this.getWorld(); -- cgit v1.2.3 From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- js/lib/rdge/materials/material.js | 574 +++++++++++++++++++------------------- 1 file changed, 287 insertions(+), 287 deletions(-) (limited to 'js/lib/rdge/materials/material.js') diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js index 34d3aa1f..c273611b 100755 --- a/js/lib/rdge/materials/material.js +++ b/js/lib/rdge/materials/material.js @@ -39,160 +39,160 @@ var Material = function GLMaterial( world ) { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// - this._name = "GLMaterial"; - this._shaderName = "undefined"; + this._name = "GLMaterial"; + this._shaderName = "undefined"; - this._time = 0.0; - this._dTime = 0.01; + this._time = 0.0; + this._dTime = 0.01; - // keep a reference to the owning GLWorld - this._world = null; + // keep a reference to the owning GLWorld + this._world = null; if(world) { this._world = world; } - this._glTextures = []; // indexed by uniform name + this._glTextures = []; // indexed by uniform name - // vertex deformation variables - this._hasVertexDeformation = false; - this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) - this._vertexDeformationTolerance = 0.1; + // vertex deformation variables + this._hasVertexDeformation = false; + this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) + this._vertexDeformationTolerance = 0.1; - // RDGE variables - this._shader = null; - this._materialNode = null; + // RDGE variables + this._shader = null; + this._materialNode = null; - // vertex deformation variables - this._hasVertexDeformation = false; - this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) - this._vertexDeformationTolerance = 0.02; + // vertex deformation variables + this._hasVertexDeformation = false; + this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) + this._vertexDeformationTolerance = 0.02; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// - this.setName = function(n) { + this.setName = function(n) { this._name = n; }; - this.getName = function() { + this.getName = function() { return this._name; }; - this.setShaderName = function(n) { + this.setShaderName = function(n) { this._shaderName = n; }; - this.getShaderName = function() { + this.getShaderName = function() { return this._shaderName; }; - this.setWorld = function(world) { + this.setWorld = function(world) { this._world = world; }; - this.getWorld = function() { + this.getWorld = function() { return this._world; }; - this.getShader = function() { + this.getShader = function() { return this._shader; }; - this.getMaterialNode = function() { + this.getMaterialNode = function() { return this._materialNode; }; - // a material can be animated or not. default is not. - // Any material needing continuous rendering should override this method - this.isAnimated = function() { + // a material can be animated or not. default is not. + // Any material needing continuous rendering should override this method + this.isAnimated = function() { return false; }; - this.getTechniqueName = function() { - return 'default' - }; + this.getTechniqueName = function() { + return 'default' + }; - // the vertex shader can apply deformations requiring refinement in - // certain areas. - this.hasVertexDeformation = function() { + // the vertex shader can apply deformations requiring refinement in + // certain areas. + this.hasVertexDeformation = function() { return this._hasVertexDeformation; }; - this.getVertexDeformationRange = function() { + this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); }; - this.getVertexDeformationTolerance = function() { + this.getVertexDeformationTolerance = function() { return this._vertexDeformationTolerance; }; /////////////////////////////////////////////////////////////////////// // Common Material Methods /////////////////////////////////////////////////////////////////////// - this.getProperty = function( propName ) { - return this._propValues[propName]; - }; - - this.getPropertyCount = function() { - return this._propNames.length; - }; - - this.getPropertyAtIndex = function( index ) { - var rtnArr = []; - if ((index < 0) || (index >= this.getPropertyCount())) { - throw new Error( "property index " + index + " is out of range for material" ); + this.getProperty = function( propName ) { + return this._propValues[propName]; + }; + + this.getPropertyCount = function() { + return this._propNames.length; + }; + + this.getPropertyAtIndex = function( index ) { + var rtnArr = []; + if ((index < 0) || (index >= this.getPropertyCount())) { + throw new Error( "property index " + index + " is out of range for material" ); + } + + return [ this._propNames[index], this._propLabels[index], this._propTypes[index], this._propValues[index] ]; + }; + + this.getAllProperties = function( propNames, propValues, propTypes, propLabels) { + // clear all the input arrays if there is junk in them + propNames.length = 0; + propValues.length = 0; + propTypes.length = 0; + propLabels.length = 0; + + var nProps = this._propNames.length; + for (var i=0; i= 4)); - break; - - case "vector2d": - rtnVal = ((valType == "object") && (value.length >= 2)); - break; - - case "vector3d": - rtnVal = ((valType == "object") && (value.length >= 3)); - break; - - case "angle": - case "float": - rtnVal = (valType == "number"); - break; - - case "file": - rtnVal = ((valType == "string") || !value); - break; - } - - break; - } - } - } - catch(e) { - console.log( "setting invalid material property: " + prop + ", value: " + value ); - } - -// if (!rtnVal && (prop != 'color')) { -// console.log( "invalid material property: " + prop + " : " + value ); + this.validateProperty = function( prop, value ) { + var rtnVal = false; + try + { + //if (!this._propValues[prop]) return false; + + // find the index of the property + var n = this._propNames.length; + var valType = typeof value; + for (var i=0; i= 4)); + break; + + case "vector2d": + rtnVal = ((valType == "object") && (value.length >= 2)); + break; + + case "vector3d": + rtnVal = ((valType == "object") && (value.length >= 3)); + break; + + case "angle": + case "float": + rtnVal = (valType == "number"); + break; + + case "file": + rtnVal = ((valType == "string") || !value); + break; + } + + break; + } + } + } + catch(e) { + console.log( "setting invalid material property: " + prop + ", value: " + value ); + } + +// if (!rtnVal && (prop != 'color')) { +// console.log( "invalid material property: " + prop + " : " + value ); // } - return rtnVal; - }; - - this.setProperty = function( prop, value ) - { - var ok = this.validateProperty( prop, value ); - if (!ok && (prop != 'color')) { - //console.log( "invalid property in Material:" + prop + " : " + value ); - return; - } - - // get the technique if the shader is instantiated - var technique; - var material = this._materialNode; - if (material) technique = material.shaderProgram[this.getTechniqueName()]; - - switch (this.getPropertyType(prop)) - { - case "angle": - case "float": - this._propValues[prop] = value; - if (technique) technique[prop].set( [value] ); - break; - - case "file": - this._propValues[prop] = value.slice(); - if (technique) - { - var glTex = new Texture( this.getWorld(), value ); - this._glTextures[prop] = glTex; - glTex.render(); - var tex = glTex.getTexture(); - if (tex) technique[prop].set( tex ); - } - break; - - case "color": - case "vector2d": - case "vector3d": - this._propValues[prop] = value.slice(); - if (technique) technique[prop].set( value ); - break; - } - }; - - this.setShaderValues = function() - { - var material = this._materialNode; - if (material) - { - var technique = material.shaderProgram[this.getTechniqueName()]; - if (technique) - { - var n = this.getPropertyCount(); - for (var i=0; i= 2)); break; - + case "vector3d": rtnVal = ((valType == "object") && (value.length >= 3)); break; @@ -243,7 +243,7 @@ var Material = function GLMaterial( world ) { catch(e) { console.log( "setting invalid material property: " + prop + ", value: " + value ); } - + // if (!rtnVal && (prop != 'color')) { // console.log( "invalid material property: " + prop + " : " + value ); // } @@ -360,7 +360,7 @@ var Material = function GLMaterial( world ) { return jObj; }; - + this.importJSON = function (jObj) { if (this.getShaderName() != jObj.material) throw new Error("ill-formed material"); this.setName(jObj.name); @@ -382,7 +382,7 @@ var Material = function GLMaterial( world ) { }; /////////////////////////////////////////////////////////////////////// - + /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// -- cgit v1.2.3 From ac27d538af33ca8d67d3d88729f49c05793afda7 Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Mon, 9 Jul 2012 11:43:36 -0700 Subject: PI, drawing and editing fixes for shapes and materials. IKNinja-1841 - Cannot change webgl shape with LinearGradient and RadialGradient to solid color. IKNINJA-1851 - Cannot draw webgl shapes with Linear/RadialGradient material. IKNINJA-1864 - PI doesn't update the color of shape if WebGL material switches to Flat. IKNINJA-1886 - Gradient edits not applied to WebGL Stage object. Signed-off-by: Nivesh Rajbhandari --- js/lib/rdge/materials/material.js | 69 ++++++++++++++++++++++++--------------- 1 file changed, 42 insertions(+), 27 deletions(-) (limited to 'js/lib/rdge/materials/material.js') diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js index 65448c0c..1864b84e 100755 --- a/js/lib/rdge/materials/material.js +++ b/js/lib/rdge/materials/material.js @@ -177,6 +177,8 @@ var Material = function GLMaterial( world ) { }; this.validateProperty = function( prop, value ) { + if(prop === "gradient") return true; + var rtnVal = false; try { @@ -240,33 +242,37 @@ var Material = function GLMaterial( world ) { var material = this._materialNode; if (material) technique = material.shaderProgram[this.getTechniqueName()]; - switch (this.getPropertyType(prop)) - { - case "angle": - case "float": - this._propValues[prop] = value; - if (technique) technique[prop].set( [value] ); - break; - - case "file": - this._propValues[prop] = value.slice(); - if (technique) - { - var glTex = new Texture( this.getWorld(), value ); - this._glTextures[prop] = glTex; - glTex.render(); - var tex = glTex.getTexture(); - if (tex) technique[prop].set( tex ); - } - break; - - case "color": - case "vector2d": - case "vector3d": - this._propValues[prop] = value.slice(); - if (technique) technique[prop].set( value ); - break; - } + if(prop === "gradient") { + this.setGradientData(value); + } else { + switch (this.getPropertyType(prop)) + { + case "angle": + case "float": + this._propValues[prop] = value; + if (technique) technique[prop].set( [value] ); + break; + + case "file": + this._propValues[prop] = value.slice(); + if (technique) + { + var glTex = new Texture( this.getWorld(), value ); + this._glTextures[prop] = glTex; + glTex.render(); + var tex = glTex.getTexture(); + if (tex) technique[prop].set( tex ); + } + break; + + case "color": + case "vector2d": + case "vector3d": + this._propValues[prop] = value.slice(); + if (technique) technique[prop].set( value ); + break; + } + } }; this.setShaderValues = function() @@ -398,6 +404,15 @@ var Material = function GLMaterial( world ) { return tex; }; + this.gradientType = null; + + this.getGradientData = function() { + return null; + }; + + this.setGradientData = function() { + // override in linear-gradient-material and radial-gradient-material + }; }; if (typeof exports === "object") { -- cgit v1.2.3 From fdbec324dad4ab33d97282ab021d2c1661bc097c Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Mon, 9 Jul 2012 16:27:52 -0700 Subject: BSD License --- js/lib/rdge/materials/material.js | 23 ++++++++++++----------- 1 file changed, 12 insertions(+), 11 deletions(-) (limited to 'js/lib/rdge/materials/material.js') diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js index 6cfc4eb4..0f6f6c92 100755 --- a/js/lib/rdge/materials/material.js +++ b/js/lib/rdge/materials/material.js @@ -1,24 +1,25 @@ /* -Copyright (c) 2012, Motorola Mobility, Inc +Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. -BSD License. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - - Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. - - Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in the - documentation and/or other materials provided with the distribution. - - Neither the name of Motorola Mobility nor the names of its contributors - may be used to endorse or promote products derived from this software - without specific prior written permission. +* Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + +* Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +* Neither the name of Motorola Mobility LLC nor the names of its + contributors may be used to endorse or promote products derived from this + software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -- cgit v1.2.3 From 67dd4bdd47a0324507bed232d22068aa198549fe Mon Sep 17 00:00:00 2001 From: hwc487 Date: Wed, 11 Jul 2012 09:48:19 -0700 Subject: re-wrote the radial blur shader. Changed tolerances in the deformation shaders. --- js/lib/rdge/materials/material.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'js/lib/rdge/materials/material.js') diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js index 0f6f6c92..e8571e9d 100755 --- a/js/lib/rdge/materials/material.js +++ b/js/lib/rdge/materials/material.js @@ -57,7 +57,7 @@ var Material = function GLMaterial( world ) { // vertex deformation variables this._hasVertexDeformation = false; this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) - this._vertexDeformationTolerance = 0.02; + this._vertexDeformationTolerance = 0.1; // RDGE variables this._shader = null; -- cgit v1.2.3