From 143c2b73c5a61e4bf1fe19884823c21a281d9ace Mon Sep 17 00:00:00 2001
From: Jose Antonio Marquez
Date: Fri, 9 Mar 2012 14:35:38 -0800
Subject: Removing duplicate file
---
js/lib/rdge/CanvasRuntime.js | 1338 ------------------------------------------
1 file changed, 1338 deletions(-)
delete mode 100644 js/lib/rdge/CanvasRuntime.js
(limited to 'js/lib')
diff --git a/js/lib/rdge/CanvasRuntime.js b/js/lib/rdge/CanvasRuntime.js
deleted file mode 100644
index d16613ca..00000000
--- a/js/lib/rdge/CanvasRuntime.js
+++ /dev/null
@@ -1,1338 +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 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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