From 5da69dfd30f353ff753cba9322744e2f33f32a1a Mon Sep 17 00:00:00 2001
From: Jose Antonio Marquez
Date: Fri, 9 Mar 2012 13:36:15 -0800
Subject: Adding missing file for webGL, still need a fix for runtime
---
js/lib/rdge/CanvasRuntime.js | 1338 ++++++++++++++++++++++++++++++++++++++++++
1 file changed, 1338 insertions(+)
create mode 100644 js/lib/rdge/CanvasRuntime.js
(limited to 'js/lib/rdge')
diff --git a/js/lib/rdge/CanvasRuntime.js b/js/lib/rdge/CanvasRuntime.js
new file mode 100644
index 00000000..d16613ca
--- /dev/null
+++ b/js/lib/rdge/CanvasRuntime.js
@@ -0,0 +1,1338 @@
+/*
+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 ShapeRuntime
+// Manages runtime shape display
+///////////////////////////////////////////////////////////////////////
+function CanvasDataManager()
+{
+ this.loadGLData = function(root, valueArray )
+ {
+ var value = valueArray;
+ var nWorlds = value.length;
+ for (var i=0; i= 0)
+ {
+ var endIndex = importStr.indexOf( "\n", startIndex );
+ if (endIndex > 0)
+ {
+ var id = importStr.substring( startIndex+4, endIndex );
+ var canvas = this.findCanvasWithID( id, root );
+ if (canvas)
+ {
+ var rt = new GLRuntime( canvas, importStr );
+ }
+ }
+ }
+ }
+ }
+
+ this.collectGLData = function( elt, dataArray )
+ {
+ if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld)
+ {
+ var data = elt.elementModel.shapeModel.GLWorld.export( true );
+ dataArray.push( data );
+ }
+
+ if (elt.children)
+ {
+ var nKids = elt.children.length;
+ for (var i=0; i= 0)
+ {
+ this._useWebGL = true;
+
+ var rdgeStr = importStr.substr( index+11 );
+ var endIndex = rdgeStr.indexOf( "endscene\n" );
+ if (endIndex < 0) throw new Error( "ill-formed WebGL data" );
+ var len = endIndex - index + 11;
+ rdgeStr = rdgeStr.substr( 0, endIndex );
+
+ this.myScene.importJSON( rdgeStr );
+ this.importObjects( importStr );
+ this.linkMaterials( this._geomRoot );
+ this.initMaterials();
+ }
+ else
+ {
+ this._context = this._canvas.getContext( "2d" );
+ this.importObjects( importStr );
+ this.render();
+ }
+ }
+
+ this.init = function()
+ {
+ var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
+ ctx2 = g_Engine.getContext();
+ if (ctx1 != ctx2) console.log( "***** different contexts *****" );
+ this.renderer = ctx1.renderer;
+
+ // create a camera, set its perspective, and then point it at the origin
+ var cam = new camera();
+ this._camera = cam;
+ cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar());
+ cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up());
+
+ // make this camera the active camera
+ this.renderer.cameraManager().setActiveCamera(cam);
+
+ // change clear color
+ this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]);
+
+ // create an empty scene graph
+ this.myScene = new SceneGraph();
+
+ // load the scene graph data
+ this.loadScene();
+
+ // Add the scene to the engine - necessary if you want the engine to draw for you
+ var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" );
+ g_Engine.AddScene(name, this.myScene);
+
+ this._initialized = true;
+ }
+
+ // main code for handling user interaction and updating the scene
+ this.update = function(dt)
+ {
+ if (this._initialized)
+ {
+ if (!dt) dt = 0.2;
+
+ dt = 0.01; // use our own internal throttle
+ this.elapsed += dt;
+
+ // changed the global position uniform of light 0, another way to change behavior of a light
+ rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]);
+
+ // orbit the light nodes around the boxes
+ //this.light.setPosition([1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), 1.2*Math.cos(this.elapsed*2.0)]);
+ //this.light2.setPosition([-1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), -1.2*Math.cos(this.elapsed)]);
+
+ this.updateMaterials();
+
+ // now update all the nodes in the scene
+ this.myScene.update(dt);
+ }
+ }
+
+ this.updateMaterials = function()
+ {
+ var nMats = this._materials.length;
+ for (var i=0; i= 0)
+ {
+ // update the string to the current object
+ importStr = importStr.substr( index+7 );
+
+ // read the next object
+ var obj = this.importObject( importStr, parent );
+
+ // determine if we have children
+ var endIndex = importStr.indexOf( "ENDOBJECT\n" ),
+ childIndex = importStr.indexOf( "OBJECT\n" );
+ if (endIndex < 0) throw new Error( "ill-formed object data" );
+ if ((childIndex >= 0) && (childIndex < endIndex))
+ {
+ importStr = importStr.substr( childIndex + 7 );
+ importStr = this.importObjects( importStr, obj );
+ endIndex = importStr.indexOf( "ENDOBJECT\n" )
+ }
+
+ // remove the string for the object(s) just created
+ importStr = importStr.substr( endIndex );
+
+ // get the location of the next object
+ index = importStr.indexOf( "OBJECT\n", endIndex );
+ }
+
+ return importStr;
+ }
+
+ this.importObject = function( objStr, parent )
+ {
+ var type = Number( getPropertyFromString( "type: ", objStr ) );
+
+ var obj;
+ switch (type)
+ {
+ case 1:
+ obj = new RuntimeRectangle();
+ obj.import( objStr, parent );
+ break;
+
+ case 2: // circle
+ obj = new RuntimeOval();
+ obj.import( objStr, parent );
+ break;
+
+ case 3: // line
+ obj = new RuntimeLine();
+ obj.import( objStr, parent );
+ break;
+
+ default:
+ throw new Error( "Attempting to load unrecognized object type: " + type );
+ break;
+ }
+
+ if (obj)
+ this.addObject( obj );
+
+ return obj;
+ }
+
+ this.addObject = function( obj, parent )
+ {
+ if (!obj) return;
+ obj.setWorld( this );
+
+ if (parent == null)
+ this._geomRoot = obj;
+ else
+ parent.addChild( obj );
+ }
+
+ this.linkMaterials = function( obj )
+ {
+ if (!obj) return;
+
+ // get the array of materials from the object
+ var matArray = obj._materials;
+ var nMats = matArray.length;
+ for (var i=0; i= 0);
+ if (this._useWebGL)
+ {
+ var id = canvas.getAttribute( "data-RDGE-id" );
+ canvas.rdgeid = id;
+ g_Engine.registerCanvas(canvas, this);
+ RDGEStart( canvas );
+ }
+ else
+ {
+ this.loadScene();
+ }
+}
+
+///////////////////////////////////////////////////////////////////////
+// Class RuntimeGeomObj
+// Super class for all geometry classes
+///////////////////////////////////////////////////////////////////////
+function RuntimeGeomObj()
+{
+ ///////////////////////////////////////////////////////////////////////
+ // Constants
+ ///////////////////////////////////////////////////////////////////////
+ this.GEOM_TYPE_RECTANGLE = 1;
+ this.GEOM_TYPE_CIRCLE = 2;
+ this.GEOM_TYPE_LINE = 3;
+ this.GEOM_TYPE_PATH = 4;
+ this.GEOM_TYPE_CUBIC_BEZIER = 5;
+ this.GEOM_TYPE_UNDEFINED = -1;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._children;
+
+ // stroke and fill colors
+ this._strokeColor = [0,0,0,0];
+ this._fillColor = [0,0,0,0];
+
+ // array of materials
+ this._materials = [];
+
+ ///////////////////////////////////////////////////////////////////////
+ // Property accessors
+ ///////////////////////////////////////////////////////////////////////
+
+ this.geomType = function() { return this.GEOM_TYPE_UNDEFINED; }
+
+ this.setWorld = function(w) { this._world = w; }
+ this.getWorld = function() { return this._world; }
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+ this.makeStrokeMaterial = function()
+ {
+ }
+
+ this.makeFillMaterial = function()
+ {
+ }
+
+
+ this.render = function()
+ {
+ }
+
+ this.addChild = function( child )
+ {
+ if (!this._children) this._children = [];
+ this._children.push( child );
+ }
+
+ this.import = function()
+ {
+ }
+
+ this.importMaterials = function(importStr)
+ {
+ var nMaterials = Number( getPropertyFromString( "nMaterials: ", importStr ) );
+ for (var i=0; i= 0.001)
+ {
+ var scale = len/sum;
+ rtnVec = [];
+ for (var i=0; i= 0)
+ rtnStr = rtnStr.substr(0, index);
+
+ return rtnStr;
+}
+
+///////////////////////////////////////////////////////////////////////
+// Class RuntimeRectangle
+///////////////////////////////////////////////////////////////////////
+function RuntimeRectangle()
+{
+ // inherit the members of RuntimeGeomObj
+ this.inheritedFrom = RuntimeGeomObj;
+ this.inheritedFrom();
+
+ this.import = function( importStr )
+ {
+ this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) );
+ this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) );
+ this._width = Number( getPropertyFromString( "width: ", importStr ) );
+ this._height = Number( getPropertyFromString( "height: ", importStr ) );
+ this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) );
+ this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) );
+ this._strokeStyle = Number( getPropertyFromString( "strokeStyle: ", importStr ) );
+ var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr );
+ var fillMaterialName = getPropertyFromString( "fillMat: ", importStr );
+ this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr );
+ this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" );
+ this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" );
+ this._tlRadius = Number( getPropertyFromString( "tlRadius: ", importStr ) );
+ this._trRadius = Number( getPropertyFromString( "trRadius: ", importStr ) );
+ this._blRadius = Number( getPropertyFromString( "blRadius: ", importStr ) );
+ this._brRadius = Number( getPropertyFromString( "brRadius: ", importStr ) );
+
+ this.importMaterials( importStr );
+ }
+
+ this.renderPath = function( inset, ctx )
+ {
+ // various declarations
+ var pt, rad, ctr, startPt, bPts;
+ var width = Math.round(this._width),
+ height = Math.round(this._height);
+
+ pt = [inset, inset]; // top left corner
+
+ var tlRad = this._tlRadius; //top-left radius
+ var trRad = this._trRadius;
+ var blRad = this._blRadius;
+ var brRad = this._brRadius;
+
+ if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) && (trRad <= 0))
+ {
+ ctx.rect(pt[0], pt[1], width - 2*inset, height - 2*inset);
+ }
+ else
+ {
+ // get the top left point
+ rad = tlRad - inset;
+ if (rad < 0) rad = 0;
+ pt[1] += rad;
+ if (Math.abs(rad) < 0.001) pt[1] = inset;
+ ctx.moveTo( pt[0], pt[1] );
+
+ // get the bottom left point
+ pt = [inset, height - inset];
+ rad = blRad - inset;
+ if (rad < 0) rad = 0;
+ pt[1] -= rad;
+ ctx.lineTo( pt[0], pt[1] );
+
+ // get the bottom left curve
+ if (rad > 0.001)
+ ctx.quadraticCurveTo( inset, height-inset, inset+rad, height-inset );
+
+ // do the bottom of the rectangle
+ pt = [width - inset, height - inset];
+ rad = brRad - inset;
+ if (rad < 0) rad = 0;
+ pt[0] -= rad;
+ ctx.lineTo( pt[0], pt[1] );
+
+ // get the bottom right arc
+ if (rad > 0.001)
+ ctx.quadraticCurveTo( width-inset, height-inset, width-inset, height-inset-rad );
+
+ // get the right of the rectangle
+ pt = [width - inset, inset];
+ rad = trRad - inset;
+ if (rad < 0) rad = 0;
+ pt[1] += rad;
+ ctx.lineTo( pt[0], pt[1] );
+
+ // do the top right corner
+ if (rad > 0.001)
+ ctx.quadraticCurveTo( width-inset, inset, width-inset-rad, inset );
+
+ // do the top of the rectangle
+ pt = [inset, inset]
+ rad = tlRad - inset;
+ if (rad < 0) rad = 0;
+ pt[0] += rad;
+ ctx.lineTo( pt[0], pt[1] );
+
+ // do the top left corner
+ if (rad > 0.001)
+ ctx.quadraticCurveTo( inset, inset, inset, inset+rad );
+ else
+ ctx.lineTo( inset, 2*inset );
+ }
+ }
+
+ this.render = function()
+ {
+ // get the world
+ var world = this.getWorld();
+ if (!world) throw( "null world in rectangle render" );
+
+ // get the context
+ var ctx = world.get2DContext();
+ if (!ctx) return;
+
+ // get some dimensions
+ var lw = this._strokeWidth;
+ var w = world.getViewportWidth(),
+ h = world.getViewportHeight();
+
+ // render the fill
+ ctx.beginPath();
+ 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.lineWidth = lw;
+ var inset = Math.ceil( lw ) + 0.5;
+ this.renderPath( inset, ctx );
+ ctx.fill();
+ ctx.closePath();
+ }
+
+ // render the stroke
+ ctx.beginPath();
+ 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.lineWidth = lw;
+ var inset = Math.ceil( 0.5*lw ) + 0.5;
+ this.renderPath( inset, ctx );
+ ctx.stroke();
+ ctx.closePath();
+ }
+ }
+}
+
+///////////////////////////////////////////////////////////////////////
+// Class RuntimeOval
+///////////////////////////////////////////////////////////////////////
+function RuntimeOval()
+{
+ // inherit the members of RuntimeGeomObj
+ this.inheritedFrom = RuntimeGeomObj;
+ this.inheritedFrom();
+
+ this.import = function( importStr )
+ {
+ this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) );
+ this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) );
+ this._width = Number( getPropertyFromString( "width: ", importStr ) );
+ this._height = Number( getPropertyFromString( "height: ", importStr ) );
+ this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) );
+ this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) );
+ this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr );
+ var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr );
+ var fillMaterialName = getPropertyFromString( "fillMat: ", importStr );
+ this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" );
+ this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" );
+
+ this.importMaterials( importStr );
+ }
+
+ this.render = function()
+ {
+ // get the world
+ var world = this.getWorld();
+ if (!world) throw( "null world in buildBuffers" );
+
+ // get the context
+ var ctx = world.get2DContext();
+ if (!ctx) return;
+
+ // declare some variables
+ var p0, p1;
+ var x0, y1, x1, y1;
+
+ // create the matrix
+ var lineWidth = this._strokeWidth;
+ var innerRad = this._innerRadius;
+ var xScale = 0.5*this._width - lineWidth,
+ yScale = 0.5*this._height - lineWidth;
+
+ // translate
+ var xCtr = 0.5*world.getViewportWidth() + this._xOffset,
+ yCtr = 0.5*world.getViewportHeight() + this._yOffset;
+ var mat = Matrix.create( [
+ [ xScale, 0.0, 0.0, xCtr],
+ [ 0.0, yScale, 0.0, yCtr],
+ [ 0.0, 0.0, 1.0, 0.0],
+ [ 0.0, 0.0, 0.0, 1.0]
+ ] );
+
+ // get a bezier representation of the circle
+ var bezPts = this.circularArcToBezier( [0,0,0], [1,0,0], 2.0*Math.PI );
+ if (bezPts)
+ {
+ var n = bezPts.length;
+
+ // set up the fill style
+ ctx.beginPath();
+ ctx.lineWidth = 0;
+ if (this._fillColor)
+ {
+ var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")";
+ ctx.fillStyle = c;
+
+ // draw the fill
+ ctx.beginPath();
+ var p = this.transformPoint( bezPts[0], mat );
+ ctx.moveTo( p[0], p[1] );
+ var index = 1;
+ while (index < n)
+ {
+ p0 = this.transformPoint( bezPts[index], mat );
+ p1 = this.transformPoint( bezPts[index+1], mat );
+
+ x0 = p0[0]; y0 = p0[1];
+ x1 = p1[0]; y1 = p1[1];
+ ctx.quadraticCurveTo( x0, y0, x1, y1 );
+ index += 2;
+ }
+
+ if ( innerRad > 0.001)
+ {
+ xScale = 0.5*innerRad*this._width;
+ yScale = 0.5*innerRad*this._height;
+ mat[0] = xScale;
+ mat[5] = yScale;
+
+ // get the bezier points
+ var bezPts = this.circularArcToBezier( Vector.create([0,0,0]), Vector.create([1,0,0]), -2.0*Math.PI );
+ if (bezPts)
+ {
+ var n = bezPts.length;
+ p = this.transformPoint( bezPts[0], mat );
+ ctx.moveTo( p[0], p[1] );
+ index = 1;
+ while (index < n)
+ {
+ p0 = this.transformPoint( bezPts[index], mat );
+ p1 = this.transformPoint( bezPts[index+1], mat );
+
+ var x0 = p0[0], y0 = p0[1],
+ x1 = p1[0], y1 = p1[1];
+ ctx.quadraticCurveTo( x0, y0, x1, y1 );
+ index += 2;
+ }
+ }
+ }
+
+ // fill the path
+ ctx.fill();
+ }
+
+ // calculate the stroke matrix
+ xScale = 0.5*this._width - 0.5*lineWidth;
+ yScale = 0.5*this._height - 0.5*lineWidth;
+ mat[0] = xScale;
+ mat[5] = yScale;
+
+ // set up the stroke style
+ ctx.beginPath();
+ ctx.lineWidth = lineWidth;
+ if (this._strokeColor)
+ {
+ var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
+ ctx.strokeStyle = c;
+
+ // draw the stroke
+ p = this.transformPoint( bezPts[0], mat );
+ ctx.moveTo( p[0], p[1] );
+ index = 1;
+ while (index < n)
+ {
+ var p0 = this.transformPoint( bezPts[index], mat );
+ var p1 = this.transformPoint( bezPts[index+1], mat );
+
+ var x0 = p0[0], y0 = p0[1],
+ x1 = p1[0], y1 = p1[1];
+ ctx.quadraticCurveTo( x0, y0, x1, y1 );
+ index += 2;
+ }
+
+ if (innerRad > 0.01)
+ {
+ // calculate the stroke matrix
+ xScale = 0.5*innerRad*this._width - 0.5*lineWidth;
+ yScale = 0.5*innerRad*this._height - 0.5*lineWidth;
+ mat[0] = xScale;
+ mat[5] = yScale;
+
+ // draw the stroke
+ p = this.transformPoint( bezPts[0], mat );
+ ctx.moveTo( p[0], p[1] );
+ index = 1;
+ while (index < n)
+ {
+ var p0 = this.transformPoint( bezPts[index], mat );
+ var p1 = this.transformPoint( bezPts[index+1], mat );
+
+ var x0 = p0[0], y0 = p0[1],
+ x1 = p1[0], y1 = p1[1];
+ ctx.quadraticCurveTo( x0, y0, x1, y1 );
+ index += 2;
+ }
+ }
+
+ // render the stroke
+ ctx.stroke();
+ }
+ }
+ }
+
+ ///////////////////////////////////////////////////////////////////////
+ // this function returns the quadratic Bezier approximation to the specified
+ // circular arc. The input can be 2D or 3D, determined by the minimum dimension
+ // of the center and start point.
+ // includedAngle is in radians, can be positiveor negative
+ this.circularArcToBezier= function( ctr_, startPt_, includedAngle )
+ {
+ var dimen = 3;
+ var ctr = ctr_.slice();
+ var startPt = startPt_.slice();
+
+ // make sure the start point is good
+ var pt = this.vecSubtract(dimen, startPt, ctr);
+ var rad = this.vecMag(dimen, pt);
+
+ if ((dimen != 3) || (rad <= 0) || (includedAngle === 0))
+ {
+ if (dimen != 3) console.log( "circularArcToBezier works for 3 dimensional points only. Was " + dimen );
+ return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ];
+ }
+
+ // determine the number of segments. 45 degree span maximum.
+ var nSegs = Math.ceil( Math.abs(includedAngle)/(0.25*Math.PI) );
+ if (nSegs <= 0) return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ];
+ var dAngle = includedAngle/nSegs;
+
+ // determine the length of the center control point from the circle center
+ var cs = Math.cos( 0.5*Math.abs(dAngle) ), sn = Math.sin( 0.5*Math.abs(dAngle) );
+ var c = rad*sn;
+ var h = c*sn/cs;
+ var d = rad*cs + h;
+
+ var rtnPts = [ this.vecAdd(dimen, pt, ctr) ];
+ var rotMat = Matrix.RotationZ( dAngle );
+ for ( var i=0; i= 0)
+ rtnStr = rtnStr.substr(0, index);
+
+ return rtnStr;
+ }
+
+}
+
+function RuntimeFlatMaterial()
+{
+ // inherit the members of RuntimeMaterial
+ this.inheritedFrom = RuntimeMaterial;
+ this.inheritedFrom();
+
+ this._name = "FlatMaterial";
+ this._shaderName = "flat";
+
+ // assign a default color
+ this._color = [1,0,0,1];
+
+ this.import = function( importStr )
+ {
+ var colorStr = this.getPropertyFromString( "color: ", importStr );
+ if (colorStr)
+ this._color = eval( "[" + colorStr + "]" );
+ };
+
+
+ this.init = function()
+ {
+ if (this._shader)
+ {
+ this._shader.colorMe["color"].set( this._color );
+ }
+ }
+}
+
+function RuntimePulseMaterial()
+{
+ // inherit the members of RuntimeMaterial
+ this.inheritedFrom = RuntimeMaterial;
+ this.inheritedFrom();
+
+ this._name = "PulseMaterial";
+ this._shaderName = "pulse";
+
+ this._texMap = 'assets/images/cubelight.png';
+
+ this.isAnimated = function() { return true; }
+
+
+ this.import = function( importStr )
+ {
+ this._texMap = this.getPropertyFromString( "texture: ", importStr );
+ }
+
+ this.init = function()
+ {
+ var material = this._materialNode;
+ if (material)
+ {
+ var technique = material.shaderProgram.default;
+ var renderer = g_Engine.getContext().renderer;
+ if (renderer && technique)
+ {
+ if (this._shader && this._shader.default)
+ {
+ var res = [ renderer.vpWidth, renderer.vpHeight ];
+ technique.u_resolution.set( res );
+
+ var wrap = 'REPEAT', mips = true;
+ var tex = renderer.getTextureByName(this._texMap, wrap, mips );
+ if (tex)
+ technique.u_tex0.set( tex );
+
+ this._shader.default.u_time.set( [this._time] );
+ }
+ }
+ }
+ }
+
+ // several materials inherit from pulse.
+ // they may share this update method
+ this.update = function( time )
+ {
+ var material = this._materialNode;
+ if (material)
+ {
+ var technique = material.shaderProgram.default;
+ var renderer = g_Engine.getContext().renderer;
+ if (renderer && technique)
+ {
+ if (this._shader && this._shader.default)
+ this._shader.default.u_time.set( [this._time] );
+ this._time += this._dTime;
+ if (this._time > 200.0) this._time = 0.0;
+ }
+ }
+ }
+}
+
+function RuntimeRadialGradientMaterial()
+{
+ // inherit the members of RuntimeMaterial
+ this.inheritedFrom = RuntimeMaterial;
+ this.inheritedFrom();
+
+ this._name = "RadialGradientMaterial";
+ this._shaderName = "radialGradient";
+
+ // setup default values
+ this._color1 = [1,0,0,1]; this._colorStop1 = 0.0;
+ this._color2 = [0,1,0,1]; this._colorStop2 = 0.3;
+ this._color3 = [0,1,0,1]; this._colorStop3 = 0.6;
+ this._color4 = [0,1,0,1]; this._colorStop4 = 1.0;
+
+ this.init = function()
+ {
+ var material = this._materialNode;
+ if (material)
+ {
+ var technique = material.shaderProgram.default;
+ var renderer = g_Engine.getContext().renderer;
+ if (renderer && technique)
+ {
+ if (this._shader && this._shader.default)
+ {
+ this._shader.default.u_color1.set( this._color1 );
+ this._shader.default.u_color2.set( this._color2 );
+ this._shader.default.u_color3.set( this._color3 );
+ this._shader.default.u_color4.set( this._color4 );
+
+ this._shader.default.u_colorStop1.set( [this._colorStop1] );
+ this._shader.default.u_colorStop2.set( [this._colorStop2] );
+ this._shader.default.u_colorStop3.set( [this._colorStop3] );
+ this._shader.default.u_colorStop4.set( [this._colorStop4] );
+
+ if (this._angle !== undefined)
+ this._shader.default.u_cos_sin_angle.set([Math.cos(this._angle), Math.sin(this._angle)]);
+ }
+ }
+ }
+ }
+
+ this.import = function( importStr )
+ {
+ var colorStr;
+ colorStr = this.getPropertyFromString( "color1: ", importStr );
+ this._color1 = eval( "[" + colorStr + "]" );
+ colorStr = this.getPropertyFromString( "color2: ", importStr );
+ this._color2 = eval( "[" + colorStr + "]" );
+ colorStr = this.getPropertyFromString( "color3: ", importStr );
+ this._color3 = eval( "[" + colorStr + "]" );
+ colorStr = this.getPropertyFromString( "color4: ", importStr );
+ this._color4 = eval( "[" + colorStr + "]" );
+
+ this._colorStop1 = Number( this.getPropertyFromString( "colorStop1: ", importStr ) );
+ this._colorStop2 = Number( this.getPropertyFromString( "colorStop2: ", importStr ) );
+ this._colorStop3 = Number( this.getPropertyFromString( "colorStop3: ", importStr ) );
+ this._colorStop4 = Number( this.getPropertyFromString( "colorStop4: ", importStr ) );
+
+ if (this._angle !== undefined)
+ this._angle = this.getPropertyFromString( "angle: ", importStr );
+ }
+
+}
+
+function RuntimeLinearGradientMaterial()
+{
+ // inherit the members of RuntimeMaterial
+ this.inheritedFrom = RuntimeRadialGradientMaterial;
+ this.inheritedFrom();
+
+ this._name = "LinearGradientMaterial";
+ this._shaderName = "linearGradient";
+
+ // the only difference between linear & radial gradient is the existance of an angle for linear.
+ this._angle = 0.0;
+}
+
+function RuntimeBumpMetalMaterial()
+{
+ // inherit the members of RuntimeMaterial
+ this.inheritedFrom = RuntimeMaterial;
+ this.inheritedFrom();
+
+ this._name = "BumpMetalMaterial";
+ this._shaderName = "bumpMetal";
+
+ this._lightDiff = [0.3, 0.3, 0.3, 1.0];
+ this._diffuseTexture = "assets/images/metal.png";
+ this._specularTexture = "assets/images/silver.png";
+ this._normalTexture = "assets/images/normalMap.png";
+
+ this.import = function( importStr )
+ {
+ this._lightDiff = eval( "[" + this.getPropertyFromString( "lightDiff: ", importStr ) + "]" );
+ this._diffuseTexture = this.getPropertyFromString( "diffuseTexture: ", importStr );
+ this._specularTexture = this.getPropertyFromString( "specularTexture: ", importStr );
+ this._normalTexture = this.getPropertyFromString( "normalMap: ", importStr );
+ }
+
+ this.init = function()
+ {
+ var material = this._materialNode;
+ if (material)
+ {
+ var technique = material.shaderProgram.default;
+ var renderer = g_Engine.getContext().renderer;
+ if (renderer && technique)
+ {
+ if (this._shader && this._shader.default)
+ {
+ technique.u_light0Diff.set( this._lightDiff );
+
+ var tex;
+ var wrap = 'REPEAT', mips = true;
+ if (this._diffuseTexture)
+ {
+ tex = renderer.getTextureByName(this._diffuseTexture, wrap, mips );
+ if (tex) technique.u_colMap.set( tex );
+
+ }
+ if (this._normalTexture)
+ {
+ tex = renderer.getTextureByName(this._normalTexture, wrap, mips );
+ if (tex) technique.u_normalMap.set( tex );
+ }
+ if (this._specularTexture)
+ {
+ tex = renderer.getTextureByName(this._specularTexture, wrap, mips );
+ technique.u_glowMap.set( tex );
+ }
+ }
+ }
+ }
+ }
+}
+
+function RuntimeUberMaterial()
+{
+}
+
+function RuntimePlasmaMaterial()
+{
+ // inherit the members of RuntimeMaterial
+ this.inheritedFrom = RuntimeMaterial;
+ this.inheritedFrom();
+
+ this.init = function( )
+ {
+ this.update();
+ }
+
+ this.update = function( time )
+ {
+ var material = this._materialNode;
+ if (material)
+ {
+ var technique = material.shaderProgram.default;
+ var renderer = g_Engine.getContext().renderer;
+ if (renderer && technique)
+ {
+ if (this._shader && this._shader.default)
+ this._shader.default.u_time.set( [this._time] );
+ this._time += this._dTime;
+ if (this._time > 200.0) this._time = 0.0;
+ }
+ }
+ }
+}
\ No newline at end of file
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