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 -- cgit v1.2.3