From fb0a659c9ca3479fd6799325498b11f074689936 Mon Sep 17 00:00:00 2001 From: John Mayhew Date: Mon, 2 Apr 2012 14:57:31 -0700 Subject: -Namespaced all RDGE javascript. -Removed the following unused files from the build script /core/script/fx/blur.js /core/script/fx/ssao.js /core/script/animation.js - Fully removed the following from the build and from source control as they are unused or no longer needed /core/script/util/dbgpanel.js /core/script/util/fpsTracker.js /core/script/util/statTracker.js /core/script/input.js /core/script/TextureManager.js /core/script/ubershader.js --- js/lib/drawing/world.js | 58 +++++++++++------------ js/lib/geom/circle.js | 6 +-- js/lib/geom/line.js | 4 +- js/lib/geom/rectangle.js | 8 ++-- js/lib/geom/shape-primitive.js | 4 +- js/lib/rdge/materials/bump-metal-material.js | 6 +-- js/lib/rdge/materials/deform-material.js | 4 +- js/lib/rdge/materials/flat-material.js | 4 +- js/lib/rdge/materials/fly-material.js | 4 +- js/lib/rdge/materials/julia-material.js | 6 +-- js/lib/rdge/materials/keleidoscope-material.js | 6 +-- js/lib/rdge/materials/linear-gradient-material.js | 4 +- js/lib/rdge/materials/mandel-material.js | 6 +-- js/lib/rdge/materials/plasma-material.js | 4 +- js/lib/rdge/materials/pulse-material.js | 10 ++-- js/lib/rdge/materials/radial-blur-material.js | 10 ++-- js/lib/rdge/materials/radial-gradient-material.js | 4 +- js/lib/rdge/materials/relief-tunnel-material.js | 4 +- js/lib/rdge/materials/square-tunnel-material.js | 4 +- js/lib/rdge/materials/star-material.js | 4 +- js/lib/rdge/materials/taper-material.js | 4 +- js/lib/rdge/materials/tunnel-material.js | 4 +- js/lib/rdge/materials/twist-material.js | 6 +-- js/lib/rdge/materials/twist-vert-material.js | 6 +-- js/lib/rdge/materials/uber-material.js | 16 +++---- js/lib/rdge/materials/water-material.js | 4 +- js/lib/rdge/materials/z-invert-material.js | 6 +-- 27 files changed, 103 insertions(+), 103 deletions(-) (limited to 'js/lib') diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index 3d6c6fc4..7c5fb136 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js @@ -141,45 +141,45 @@ var World = function GLWorld( canvas, use3D ) { // post-load processing of the scene this.init = function() { - var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), - ctx2 = g_Engine.getContext(); + var ctx1 = RDGE.globals.engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle), + ctx2 = RDGE.globals.engine.getContext(); if (ctx1 != ctx2) console.log( "***** different contexts *****" ); this.renderer = ctx1.renderer; this.renderer._world = this; // create a camera, set its perspective, and then point it at the origin - var cam = new camera(); + var cam = new RDGE.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()); + cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], RDGE.vec3.up()); // make this camera the active camera this.renderer.cameraManager().setActiveCamera(cam); // change clear color - //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); + //this.renderer.setClearFlags(RDGE.globals.engine.getContext().DEPTH_BUFFER_BIT); this.renderer.setClearColor([0.0, 0.0, 0.0, 0.0]); //this.renderer.NinjaWorld = this; // create an empty scene graph - this.myScene = new SceneGraph(); + this.myScene = new RDGE.SceneGraph(); // create some lights // light 1 - this.light = createLightNode("myLight"); + this.light = RDGE.createLightNode("myLight"); this.light.setPosition([0,0,1.2]); this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); // light 2 - this.light2 = createLightNode("myLight2"); + this.light2 = RDGE.createLightNode("myLight2"); this.light2.setPosition([-0.5,0,1.2]); this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); // create a light transform - var lightTr = createTransformNode("lightTr"); + var lightTr = RDGE.createTransformNode("lightTr"); // create and attach a material - materials hold the light data - lightTr.attachMaterial(createMaterialNode("lights")); + lightTr.attachMaterial(RDGE.createMaterialNode("lights")); // enable light channels 1, 2 - channel 0 is used by the default shader lightTr.materialNode.enableLightChannel(1, this.light); @@ -192,9 +192,9 @@ var World = function GLWorld( canvas, use3D ) { this.myScene.addNode(lightTr); // Add the scene to the engine - necessary if you want the engine to draw for you - //g_Engine.AddScene("myScene" + this._canvas.id, this.myScene); + //RDGE.globals.engine.AddScene("myScene" + this._canvas.id, this.myScene); var name = this._canvas.getAttribute( "data-RDGE-id" ); - g_Engine.AddScene("myScene" + name, this.myScene); + RDGE.globals.engine.AddScene("myScene" + name, this.myScene); }; // main code for handling user interaction and updating the scene @@ -206,7 +206,7 @@ var World = function GLWorld( canvas, use3D ) { if (this._useWebGL) { // 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]); + RDGE.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)]); @@ -223,8 +223,8 @@ var World = function GLWorld( canvas, use3D ) { // defining the draw function to control how the scene is rendered this.draw = function() { if (this._useWebGL) { - g_Engine.setContext( this._canvas.rdgeid ); - var ctx = g_Engine.getContext(); + RDGE.globals.engine.setContext( this._canvas.rdgeid ); + var ctx = RDGE.globals.engine.getContext(); var renderer = ctx.renderer; if (renderer.unloadedTextureCount <= 0) { renderer.disableCulling(); @@ -361,8 +361,8 @@ var World = function GLWorld( canvas, use3D ) { rdgeStarted = true; var id = this._canvas.getAttribute( "data-RDGE-id" ); this._canvas.rdgeid = id; - g_Engine.registerCanvas(this._canvas, this); - RDGEStart( this._canvas ); + RDGE.globals.engine.registerCanvas(this._canvas, this); + RDGE.RDGEStart( this._canvas ); this._canvas.task.stop() } }; @@ -391,13 +391,13 @@ World.prototype.updateObject = function (obj) { if (nPrims > 0) { ctrTrNode = obj.getTransformNode(); if (ctrTrNode == null) { - ctrTrNode = createTransformNode("objRootNode_" + nodeCounter++); + ctrTrNode = RDGE.createTransformNode("objRootNode_" + nodeCounter++); this._rootNode.insertAsChild( ctrTrNode ); obj.setTransformNode( ctrTrNode ); } ctrTrNode.meshes.forEach(function(thisMesh) { - g_meshMan.deleteMesh(thisMesh.mesh.name); + RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); }); ctrTrNode.meshes = []; @@ -416,11 +416,11 @@ World.prototype.updateObject = function (obj) { childTrNode = children[i-1].transformNode; childTrNode.meshes.forEach(function(thisMesh) { - g_meshMan.deleteMesh(thisMesh.mesh.name); + RDGE.globals.meshMan.deleteMesh(thisMesh.mesh.name); }); childTrNode.meshes = []; } else { - childTrNode = createTransformNode("objNode_" + nodeCounter++); + childTrNode = RDGE.createTransformNode("objNode_" + nodeCounter++); ctrTrNode.insertAsChild(childTrNode); } @@ -522,7 +522,7 @@ World.prototype.clearTree = function() { if (this._useWebGL) { var root = this._rootNode; root.children = new Array(); - g_Engine.unregisterCanvas( this._canvas.rdgeid ) + RDGE.globals.engine.unregisterCanvas( this._canvas.rdgeid ) this.update( 0 ); this.draw(); @@ -657,9 +657,9 @@ World.prototype.setMVMatrix = function() { gl.uniformMatrix4fv(this._shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix)); var normalMatrix = mat3.create(); - // mat4.toInverseMat3(mvMatrix, normalMatrix); - // mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix); - mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix); + // RDGE.mat4.toInverseMat3(mvMatrix, normalMatrix); + // RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix.flatten()), normalMatrix); + RDGE.mat4.toInverseMat3(new Float32Array(mvMatrix), normalMatrix); mat3.transpose(normalMatrix); gl.uniformMatrix3fv(this._shaderProgram.nMatrixUniform, false, normalMatrix); } @@ -680,7 +680,7 @@ World.prototype.render = function() { var root = this.getGeomRoot(); this.hRender( root ); } else { - g_Engine.setContext( this._canvas.rdgeId ); + RDGE.globals.engine.setContext( this._canvas.rdgeId ); //this.draw(); this.restartRenderLoop(); } @@ -895,16 +895,16 @@ World.prototype.importSubObject = function( objStr, parentNode ) { i0 += 10; var matText = objStr.substr( i0, i1 - i0 ); var shaderDef = JSON.parse( matText ); - var shader = new jshader(); + var shader = new RDGE.jshader(); shader.def = shaderDef; shader.init(); // set the shader for this material - var matNode = createMaterialNode("objMat") + var matNode = RDGE.createMaterialNode("objMat") matNode.setShader(shader); // create the transformation node - var trNode = createTransformNode("subObjNode_" ); + var trNode = RDGE.createTransformNode("subObjNode_"); trNode.attachMeshNode(this.renderer.id + "_prim_", meshObj); trNode.attachMaterial(matNode); parentNode.insertAsChild(trNode); diff --git a/js/lib/geom/circle.js b/js/lib/geom/circle.js index dd82a4cc..52c2d449 100755 --- a/js/lib/geom/circle.js +++ b/js/lib/geom/circle.js @@ -176,7 +176,7 @@ var Circle = function GLCircle() { if (!world._useWebGL) return; // make sure RDGE has the correct context - g_Engine.setContext( world.getCanvas().rdgeid ); + RDGE.globals.engine.setContext( world.getCanvas().rdgeid ); // create the gl buffer var gl = world.getGLContext(); @@ -348,7 +348,7 @@ var Circle = function GLCircle() { this.recalcTexMapCoords( vrts, uvs ); - return ShapePrimitive.create(vrts, nrms, uvs, indices, g_Engine.getContext().renderer.TRIANGLES, index); + return ShapePrimitive.create(vrts, nrms, uvs, indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, index); }; this.generateOvalRing = function(xOff, yOff, rotationMat, innerScaleMat, outerScaleMat, nTriangles) { @@ -405,7 +405,7 @@ var Circle = function GLCircle() { this.recalcTexMapCoords( vrts, uvs ); - return ShapePrimitive.create(vrts, nrms, uvs, indices, g_Engine.getContext().renderer.TRIANGLE_STRIP, indices.length); + return ShapePrimitive.create(vrts, nrms, uvs, indices, RDGE.globals.engine.getContext().renderer.TRIANGLE_STRIP, indices.length); }; this.render = function() { diff --git a/js/lib/geom/line.js b/js/lib/geom/line.js index da63b21c..e8d967f0 100755 --- a/js/lib/geom/line.js +++ b/js/lib/geom/line.js @@ -167,7 +167,7 @@ var Line = function GLLine( world, xOffset, yOffset, width, height, slope, strok if (!world._useWebGL) return; // make sure RDGE has the correct context - g_Engine.setContext( world.getCanvas().rdgeid ); + RDGE.globals.engine.setContext( world.getCanvas().rdgeid ); // create the gl buffer var gl = world.getGLContext(); @@ -328,7 +328,7 @@ var Line = function GLLine( world, xOffset, yOffset, width, height, slope, strok indices.push( index ); index++; } - var prim = ShapePrimitive.create(strokeVertices, strokeNormals, strokeTextures, indices, g_Engine.getContext().renderer.TRIANGLES, indices.length); + var prim = ShapePrimitive.create(strokeVertices, strokeNormals, strokeTextures, indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, indices.length); var strokeMaterial = this.makeStrokeMaterial(); diff --git a/js/lib/geom/rectangle.js b/js/lib/geom/rectangle.js index 81b385b3..98621a98 100755 --- a/js/lib/geom/rectangle.js +++ b/js/lib/geom/rectangle.js @@ -276,7 +276,7 @@ var Rectangle = function GLRectangle() { if (!world._useWebGL) return; // make sure RDGE has the correct context - g_Engine.setContext( world.getCanvas().rdgeid ); + RDGE.globals.engine.setContext( world.getCanvas().rdgeid ); // create the gl buffer var gl = world.getGLContext(); @@ -826,7 +826,7 @@ RectangleFill.create = function( rectCtr, width, height, tlRad, blRad, brRad, // } // create the RDGE primitive - return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); + return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, nVertices); }; RectangleFill.pushVertex = function( x, y, z ) { @@ -1058,7 +1058,7 @@ RectangleStroke.create = function( rectCtr, width, height, strokeWidth, tlRad, // } // create the RDGE primitive - return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); + return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, nVertices); }; RectangleStroke.getRoundedCorner = function( ctr, insidePt, outsidePt ) { @@ -1144,7 +1144,7 @@ RectangleGeometry.create = function( ctr, width, height, material ) { // } // create the RDGE primitive - return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); + return ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, nVertices); }; RectangleGeometry.pushVertex = RectangleFill.pushVertex; diff --git a/js/lib/geom/shape-primitive.js b/js/lib/geom/shape-primitive.js index bf0087b2..97873d32 100644 --- a/js/lib/geom/shape-primitive.js +++ b/js/lib/geom/shape-primitive.js @@ -8,11 +8,11 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot var ShapePrimitive = {}; ShapePrimitive.create = function(coords, normals, uvs, indices, primType, vertexCount) { - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; // to setup a primitive you must define it // create a new primitive definition here to then fill out - var prim = new rdgePrimitiveDefinition(); + var prim = new RDGE.rdgePrimitiveDefinition(); // the vertex definition declares how the data will be delivered to the shader // the position of an element in array determines which attribute in a shader the diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js index 61126952..e0ca8d4a 100755 --- a/js/lib/rdge/materials/bump-metal-material.js +++ b/js/lib/rdge/materials/bump-metal-material.js @@ -110,13 +110,13 @@ var BumpMetalMaterial = function BumpMetalMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = bumpMetalMaterialDef; this._shader.init(); this._shader['default'].u_light0Diff.set( this.getLightDiff() ); // set up the material node - this._materialNode = createMaterialNode( this.getShaderName() ); + this._materialNode = RDGE.createMaterialNode(this.getShaderName()); this._materialNode.setShader(this._shader); // set some image maps @@ -131,7 +131,7 @@ var BumpMetalMaterial = function BumpMetalMaterial() { if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var texMapName = this._propValues[this._propNames[index]]; diff --git a/js/lib/rdge/materials/deform-material.js b/js/lib/rdge/materials/deform-material.js index 1e6af6ac..4c6e06b1 100644 --- a/js/lib/rdge/materials/deform-material.js +++ b/js/lib/rdge/materials/deform-material.js @@ -55,12 +55,12 @@ var DeformMaterial = function DeformMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = deformMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("deformMaterial"); + this._materialNode = RDGE.createMaterialNode("deformMaterial"); this._materialNode.setShader(this._shader); this._time = 0; diff --git a/js/lib/rdge/materials/flat-material.js b/js/lib/rdge/materials/flat-material.js index be8bf2b8..bc612476 100755 --- a/js/lib/rdge/materials/flat-material.js +++ b/js/lib/rdge/materials/flat-material.js @@ -39,7 +39,7 @@ var FlatMaterial = function FlatMaterial() { this.init = function() { // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = flatShaderDef; this._shader.init(); @@ -47,7 +47,7 @@ var FlatMaterial = function FlatMaterial() { this._shader.colorMe.color.set( this.getColor() ); // set up the material node - this._materialNode = createMaterialNode("flatMaterial"); + this._materialNode = RDGE.createMaterialNode("flatMaterial"); this._materialNode.setShader(this._shader); }; diff --git a/js/lib/rdge/materials/fly-material.js b/js/lib/rdge/materials/fly-material.js index 8eadb3ab..09dae536 100644 --- a/js/lib/rdge/materials/fly-material.js +++ b/js/lib/rdge/materials/fly-material.js @@ -48,12 +48,12 @@ var FlyMaterial = function FlyMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = flyMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("flyMaterial"); + this._materialNode = RDGE.createMaterialNode("flyMaterial"); this._materialNode.setShader(this._shader); this._time = 0; diff --git a/js/lib/rdge/materials/julia-material.js b/js/lib/rdge/materials/julia-material.js index 07536f33..77d9bb3a 100644 --- a/js/lib/rdge/materials/julia-material.js +++ b/js/lib/rdge/materials/julia-material.js @@ -50,12 +50,12 @@ var JuliaMaterial = function JuliaMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = JuliaMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("juliaMaterial"); + this._materialNode = RDGE.createMaterialNode("juliaMaterial"); this._materialNode.setShader(this._shader); this._time = 0; @@ -72,7 +72,7 @@ var JuliaMaterial = function JuliaMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { if (this._shader && this._shader['default']) { this._shader['default'].u_time.set( [this._time] ); diff --git a/js/lib/rdge/materials/keleidoscope-material.js b/js/lib/rdge/materials/keleidoscope-material.js index 3ef5d613..e1f4841f 100644 --- a/js/lib/rdge/materials/keleidoscope-material.js +++ b/js/lib/rdge/materials/keleidoscope-material.js @@ -55,12 +55,12 @@ var KeleidoscopeMaterial = function KeleidoscopeMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = keleidoscopeMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("keleidoscopeMaterial"); + this._materialNode = RDGE.createMaterialNode("keleidoscopeMaterial"); this._materialNode.setShader(this._shader); this._time = 0; @@ -80,7 +80,7 @@ var KeleidoscopeMaterial = function KeleidoscopeMaterial() { if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { if (this._shader && this._shader['default']) { diff --git a/js/lib/rdge/materials/linear-gradient-material.js b/js/lib/rdge/materials/linear-gradient-material.js index 2c52c67d..d9307274 100755 --- a/js/lib/rdge/materials/linear-gradient-material.js +++ b/js/lib/rdge/materials/linear-gradient-material.js @@ -207,12 +207,12 @@ var LinearGradientMaterial = function LinearGradientMaterial() { this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = linearGradientMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode( this.getShaderName() ); + this._materialNode = RDGE.createMaterialNode(this.getShaderName()); this._materialNode.setShader(this._shader); // send the current values to the shader diff --git a/js/lib/rdge/materials/mandel-material.js b/js/lib/rdge/materials/mandel-material.js index 07e009a2..c4d5bf6f 100644 --- a/js/lib/rdge/materials/mandel-material.js +++ b/js/lib/rdge/materials/mandel-material.js @@ -61,12 +61,12 @@ var MandelMaterial = function MandelMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = MandelMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("mandelMaterial"); + this._materialNode = RDGE.createMaterialNode("mandelMaterial"); this._materialNode.setShader(this._shader); this._time = 0; @@ -83,7 +83,7 @@ var MandelMaterial = function MandelMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { if (this._shader && this._shader['default']) this._shader['default'].u_time.set( [this._time] ); diff --git a/js/lib/rdge/materials/plasma-material.js b/js/lib/rdge/materials/plasma-material.js index 9ecc2b48..d52f4b88 100644 --- a/js/lib/rdge/materials/plasma-material.js +++ b/js/lib/rdge/materials/plasma-material.js @@ -56,7 +56,7 @@ var PlasmaMaterial = function PlasmaMaterial() { this.init = function() { // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = plasmaShaderDef; this._shader.init(); @@ -66,7 +66,7 @@ var PlasmaMaterial = function PlasmaMaterial() { this.setProperty( "color", [this._time, 0, 0, 1] ); // set up the material node - this._materialNode = createMaterialNode("plasmaMaterial"); + this._materialNode = RDGE.createMaterialNode("plasmaMaterial"); this._materialNode.setShader(this._shader); }; diff --git a/js/lib/rdge/materials/pulse-material.js b/js/lib/rdge/materials/pulse-material.js index 63cab2f4..89cbaea4 100644 --- a/js/lib/rdge/materials/pulse-material.js +++ b/js/lib/rdge/materials/pulse-material.js @@ -96,12 +96,12 @@ var PulseMaterial = function PulseMaterial() { this._dTime = 0.01; // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = pulseMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("pulseMaterial"); + this._materialNode = RDGE.createMaterialNode("pulseMaterial"); this._materialNode.setShader(this._shader); this._time = 0; @@ -120,7 +120,7 @@ var PulseMaterial = function PulseMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var texMapName = this._propValues[this._propNames[0]]; var wrap = 'REPEAT', mips = true; @@ -151,7 +151,7 @@ var PulseMaterial = function PulseMaterial() { if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { if (this._shader && this._shader['default']) { this._shader['default'].u_time.set( [this._time] ); @@ -167,7 +167,7 @@ var PulseMaterial = function PulseMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_resolution.set( res ); } diff --git a/js/lib/rdge/materials/radial-blur-material.js b/js/lib/rdge/materials/radial-blur-material.js index 41e68182..3adb6bb5 100644 --- a/js/lib/rdge/materials/radial-blur-material.js +++ b/js/lib/rdge/materials/radial-blur-material.js @@ -89,12 +89,12 @@ var RadialBlurMaterial = function RadialBlurMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = radialBlurMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("radialBlurMaterial"); + this._materialNode = RDGE.createMaterialNode("radialBlurMaterial"); this._materialNode.setShader(this._shader); this._time = 0; @@ -112,7 +112,7 @@ var RadialBlurMaterial = function RadialBlurMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var texMapName = this._propValues[this._propNames[0]]; var tex = renderer.getTextureByName(texMapName, 'REPEAT'); @@ -130,7 +130,7 @@ var RadialBlurMaterial = function RadialBlurMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { if (this._shader && this._shader['default']) { this._shader['default'].u_time.set( [this._time] ); @@ -150,7 +150,7 @@ var RadialBlurMaterial = function RadialBlurMaterial() { if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_resolution.set( res ); } diff --git a/js/lib/rdge/materials/radial-gradient-material.js b/js/lib/rdge/materials/radial-gradient-material.js index 13be50f5..faac7f1b 100755 --- a/js/lib/rdge/materials/radial-gradient-material.js +++ b/js/lib/rdge/materials/radial-gradient-material.js @@ -195,12 +195,12 @@ var RadialGradientMaterial = function RadialGradientMaterial() { this.init = function() { // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = radialGradientMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("radialGradientMaterial"); + this._materialNode = RDGE.createMaterialNode("radialGradientMaterial"); this._materialNode.setShader(this._shader); // set the shader values in the shader diff --git a/js/lib/rdge/materials/relief-tunnel-material.js b/js/lib/rdge/materials/relief-tunnel-material.js index 20290895..7bf780fe 100644 --- a/js/lib/rdge/materials/relief-tunnel-material.js +++ b/js/lib/rdge/materials/relief-tunnel-material.js @@ -49,12 +49,12 @@ var ReliefTunnelMaterial = function ReliefTunnelMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = reliefTunnelMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("reliefTunnelMaterial"); + this._materialNode = RDGE.createMaterialNode("reliefTunnelMaterial"); this._materialNode.setShader(this._shader); this._time = 0; diff --git a/js/lib/rdge/materials/square-tunnel-material.js b/js/lib/rdge/materials/square-tunnel-material.js index b5cbff30..23b0db03 100644 --- a/js/lib/rdge/materials/square-tunnel-material.js +++ b/js/lib/rdge/materials/square-tunnel-material.js @@ -50,12 +50,12 @@ var SquareTunnelMaterial = function SquareTunnelMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = squareTunnelMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("squareTunnelMaterial"); + this._materialNode = RDGE.createMaterialNode("squareTunnelMaterial"); this._materialNode.setShader(this._shader); this._time = 0; diff --git a/js/lib/rdge/materials/star-material.js b/js/lib/rdge/materials/star-material.js index 9c0f3172..cec93301 100644 --- a/js/lib/rdge/materials/star-material.js +++ b/js/lib/rdge/materials/star-material.js @@ -50,12 +50,12 @@ var StarMaterial = function StarMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = starMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("starMaterial"); + this._materialNode = RDGE.createMaterialNode("starMaterial"); this._materialNode.setShader(this._shader); this._time = 0; diff --git a/js/lib/rdge/materials/taper-material.js b/js/lib/rdge/materials/taper-material.js index eeb08aec..7feea79a 100644 --- a/js/lib/rdge/materials/taper-material.js +++ b/js/lib/rdge/materials/taper-material.js @@ -45,7 +45,7 @@ function TaperMaterial() this.init = function() { // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = taperShaderDef; this._shader.init(); @@ -53,7 +53,7 @@ function TaperMaterial() this._shader.colorMe.color.set( this.getColor() ); // set up the material node - this._materialNode = createMaterialNode("taperMaterial"); + this._materialNode = RDGE.createMaterialNode("taperMaterial"); this._materialNode.setShader(this._shader); // initialize the taper properties diff --git a/js/lib/rdge/materials/tunnel-material.js b/js/lib/rdge/materials/tunnel-material.js index fe787d16..53a2d4f2 100644 --- a/js/lib/rdge/materials/tunnel-material.js +++ b/js/lib/rdge/materials/tunnel-material.js @@ -51,12 +51,12 @@ var TunnelMaterial = function TunnelMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = tunnelMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("tunnelMaterial"); + this._materialNode = RDGE.createMaterialNode("tunnelMaterial"); this._materialNode.setShader(this._shader); this._time = 0; diff --git a/js/lib/rdge/materials/twist-material.js b/js/lib/rdge/materials/twist-material.js index eb562e99..8648d60b 100644 --- a/js/lib/rdge/materials/twist-material.js +++ b/js/lib/rdge/materials/twist-material.js @@ -51,12 +51,12 @@ var TwistMaterial = function TwistMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = twistMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("twistMaterial"); + this._materialNode = RDGE.createMaterialNode("twistMaterial"); this._materialNode.setShader(this._shader); this._time = 0; @@ -75,7 +75,7 @@ var TwistMaterial = function TwistMaterial() { if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { if (this._shader && this._shader['default']) this._shader['default'].u_time.set( [this._time] ); diff --git a/js/lib/rdge/materials/twist-vert-material.js b/js/lib/rdge/materials/twist-vert-material.js index c2573071..1f7b06b1 100644 --- a/js/lib/rdge/materials/twist-vert-material.js +++ b/js/lib/rdge/materials/twist-vert-material.js @@ -49,7 +49,7 @@ function TwistVertMaterial() this.init = function() { // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = twistVertShaderDef; this._shader.init(); @@ -57,7 +57,7 @@ function TwistVertMaterial() this._shader.twistMe.color.set( this.getColor() ); // set up the material node - this._materialNode = createMaterialNode("twistVertMaterial"); + this._materialNode = RDGE.createMaterialNode("twistVertMaterial"); this._materialNode.setShader(this._shader); // initialize the twist vert properties @@ -189,7 +189,7 @@ function TwistVertMaterial() if (material) { var technique = material.shaderProgram['default']; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var texMapName = this._propValues[this._propNames[5]]; diff --git a/js/lib/rdge/materials/uber-material.js b/js/lib/rdge/materials/uber-material.js index 6bc35d51..e2f86511 100755 --- a/js/lib/rdge/materials/uber-material.js +++ b/js/lib/rdge/materials/uber-material.js @@ -237,7 +237,7 @@ var UberMaterial = function UberMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram.defaultTechnique; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var tex = renderer.getTextureByName(value, caps.environmentMap.wrap); this.registerTexture( tex ); @@ -265,7 +265,7 @@ var UberMaterial = function UberMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram.defaultTechnique; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var tex = renderer.getTextureByName(value, caps.diffuseMap.wrap); this.registerTexture( tex ); @@ -293,7 +293,7 @@ var UberMaterial = function UberMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram.defaultTechnique; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var tex = renderer.getTextureByName(value, caps.specularMap.wrap); this.registerTexture( tex ); @@ -321,7 +321,7 @@ var UberMaterial = function UberMaterial() { var material = this._materialNode; if (material) { var technique = material.shaderProgram.defaultTechnique; - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var tex = renderer.getTextureByName(value, caps.normalMap.wrap); this.registerTexture( tex ); @@ -363,7 +363,7 @@ var UberMaterial = function UberMaterial() { this._shader = this.buildUberShader( this._ubershaderCaps ); // set up the material node - this._materialNode = createMaterialNode("uberMaterial"); + this._materialNode = RDGE.createMaterialNode("uberMaterial"); this._materialNode.setShader(this._shader); }; @@ -450,7 +450,7 @@ var UberMaterial = function UberMaterial() { var fshader = preproc + uberFShader; // build output jshader - var uberJShader = new jshader(); + var uberJShader = new RDGE.jshader(); uberJShader.def = { 'shaders': { 'defaultVShader': vshader, @@ -517,9 +517,9 @@ var UberMaterial = function UberMaterial() { } } } - technique.u_uvMatrix.set(caps.uvTransform || mat4.identity()); + technique.u_uvMatrix.set(caps.uvTransform || RDGE.mat4.identity()); - var renderer = g_Engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; if(this._useDiffuseMap) { var tex = renderer.getTextureByName(caps.diffuseMap.texture, caps.diffuseMap.wrap, caps.diffuseMap.mips); this.registerTexture( tex ); diff --git a/js/lib/rdge/materials/water-material.js b/js/lib/rdge/materials/water-material.js index 92b96b18..0c7badf5 100644 --- a/js/lib/rdge/materials/water-material.js +++ b/js/lib/rdge/materials/water-material.js @@ -52,12 +52,12 @@ var WaterMaterial = function WaterMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = waterMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("waterMaterial"); + this._materialNode = RDGE.createMaterialNode("waterMaterial"); this._materialNode.setShader(this._shader); this._time = 0; diff --git a/js/lib/rdge/materials/z-invert-material.js b/js/lib/rdge/materials/z-invert-material.js index 051b724f..fff01a15 100644 --- a/js/lib/rdge/materials/z-invert-material.js +++ b/js/lib/rdge/materials/z-invert-material.js @@ -29,7 +29,7 @@ var ZInvertMaterial = function ZInvertMaterial() { /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// - // duplcate method requirde + // duplicate method required this.dup = function( world ) { // allocate a new uber material var newMat = new ZInvertMaterial(); @@ -50,12 +50,12 @@ var ZInvertMaterial = function ZInvertMaterial() { if (world) this.setWorld( world ); // set up the shader - this._shader = new jshader(); + this._shader = new RDGE.jshader(); this._shader.def = zInvertMaterialDef; this._shader.init(); // set up the material node - this._materialNode = createMaterialNode("zInvertMaterial"); + this._materialNode = RDGE.createMaterialNode("zInvertMaterial"); this._materialNode.setShader(this._shader); this._time = 0; -- cgit v1.2.3 From 8d1cc709340da845d76f84220fe92c11e6217ff3 Mon Sep 17 00:00:00 2001 From: John Mayhew Date: Tue, 3 Apr 2012 09:36:14 -0700 Subject: Made use of semicolons consistent and updated new files to use the new RDGE namespace --- js/lib/rdge/materials/cloud-material.js | 390 +++-- js/lib/rdge/materials/deform-material.js | 88 +- js/lib/rdge/materials/flat-material.js | 151 +- js/lib/rdge/materials/fly-material.js | 5 +- js/lib/rdge/materials/julia-material.js | 2 +- js/lib/rdge/materials/keleidoscope-material.js | 2 +- js/lib/rdge/materials/linear-gradient-material.js | 489 +++--- js/lib/rdge/materials/mandel-material.js | 2 +- js/lib/rdge/materials/material-parser.js | 81 +- js/lib/rdge/materials/pulse-material.js | 10 +- js/lib/rdge/materials/radial-blur-material.js | 446 +++--- js/lib/rdge/materials/radial-gradient-material.js | 495 +++--- js/lib/rdge/materials/relief-tunnel-material.js | 132 +- js/lib/rdge/materials/square-tunnel-material.js | 133 +- js/lib/rdge/materials/star-material.js | 133 +- js/lib/rdge/materials/taper-material.js | 439 +++--- js/lib/rdge/materials/tunnel-material.js | 79 +- js/lib/rdge/materials/twist-material.js | 161 +- js/lib/rdge/materials/twist-vert-material.js | 486 +++--- js/lib/rdge/materials/uber-material.js | 1721 ++++++++++----------- js/lib/rdge/materials/water-material.js | 275 ++-- js/lib/rdge/materials/z-invert-material.js | 132 +- 22 files changed, 2857 insertions(+), 2995 deletions(-) (limited to 'js/lib') diff --git a/js/lib/rdge/materials/cloud-material.js b/js/lib/rdge/materials/cloud-material.js index 85088f91..092553ce 100644 --- a/js/lib/rdge/materials/cloud-material.js +++ b/js/lib/rdge/materials/cloud-material.js @@ -1,8 +1,8 @@ /* - 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. -
*/ +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. + */ var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; var Material = require("js/lib/rdge/materials/material").Material; @@ -14,275 +14,263 @@ var CloudMaterial = function CloudMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// - this._name = "CloudMaterial"; - this._shaderName = "cloud"; + this._name = "CloudMaterial"; + this._shaderName = "cloud"; - this._texMap = 'assets/images/cloud2.jpg'; - this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; + this._texMap = 'assets/images/cloud2.jpg'; + this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; - this._time = 0.0; - this._dTime = 0.01; + this._time = 0.0; + this._dTime = 0.01; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// - this.getName = function() { return this._name; }; - this.getShaderName = function() { return this._shaderName; }; + this.getName = function () { return this._name; }; + this.getShaderName = function () { return this._shaderName; }; - this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null }; - this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); }; + this.getTextureMap = function () { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null }; + this.setTextureMap = function (m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); }; - this.setDiffuseColor = function(c) { this._propValues[this._propNames[1]] = c.slice(0); this.updateColor(); }; - this.getDiffuseColor = function() { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null; }; + this.setDiffuseColor = function (c) { this._propValues[this._propNames[1]] = c.slice(0); this.updateColor(); }; + this.getDiffuseColor = function () { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null; }; - this.isAnimated = function() { return true; }; + this.isAnimated = function () { return true; }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// - this._propNames = ["texmap", "diffusecolor"]; - this._propLabels = ["Texture map", "Diffuse Color"]; - this._propTypes = ["file", "color"]; - this._propValues = []; + this._propNames = ["texmap", "diffusecolor"]; + this._propLabels = ["Texture map", "Diffuse Color"]; + this._propTypes = ["file", "color"]; + this._propValues = []; - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - this._propValues[ this._propNames[1] ] = this._diffuseColor.slice(); + this._propValues[this._propNames[0]] = this._texMap.slice(0); + this._propValues[this._propNames[1]] = this._diffuseColor.slice(); - this.setProperty = function( prop, value ) - { - if (prop === 'color') prop = 'diffusecolor'; + this.setProperty = function (prop, value) { + if (prop === 'color') prop = 'diffusecolor'; - // make sure we have legitimate imput - var ok = this.validateProperty( prop, value ); - if (!ok) { - console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); + // make sure we have legitimate imput + var ok = this.validateProperty(prop, value); + if (!ok) { + console.log("invalid property in Radial Gradient Material:" + prop + " : " + value); } - switch (prop) - { - case "texmap": - this.setTextureMap(value); - break; - - case "diffusecolor": - this.setDiffuseColor( value ); - break; - - case "color": - break; - } - }; + switch (prop) { + case "texmap": + this.setTextureMap(value); + break; + + case "diffusecolor": + this.setDiffuseColor(value); + break; + + case "color": + break; + } + }; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) - { - // save the world - if (world) this.setWorld( world ); - - // allocate a new uber material - var newMat = new CloudMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = propNames.length; - for (var i=0; i 200.0) this._time = 0.0; - } - } - }; + if (this._time > 200.0) this._time = 0.0; + } + } + }; - // JSON export - this.exportJSON = function() - { - var jObj = + // JSON export + this.exportJSON = function () { + var jObj = { - 'material' : this.getShaderName(), - 'name' : this.getName(), - 'texture' : this._propValues[this._propNames[0]] + 'material': this.getShaderName(), + 'name': this.getName(), + 'texture': this._propValues[this._propNames[0]] }; - return jObj; - }; + return jObj; + }; - this.importJSON = function( jObj ) - { - if (this.getShaderName() != jObj.material) throw new Error( "ill-formed material" ); - this.setName( jObj.name ); + this.importJSON = function (jObj) { + if (this.getShaderName() != jObj.material) throw new Error("ill-formed material"); + this.setName(jObj.name); try { - this._propValues[this._propNames[0]] = jObj.texture; + this._propValues[this._propNames[0]] = jObj.texture; } - catch (e) - { - throw new Error( "could not import material: " + jObj ); + catch (e) { + throw new Error("could not import material: " + jObj); } - } + }; + + this.export = function () { + // every material needs the base type and instance name + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\n"; - this.export = function() { - // every material needs the base type and instance name - var exportStr = "material: " + this.getShaderName() + "\n"; - exportStr += "name: " + this.getName() + "\n"; + var world = this.getWorld(); + if (!world) + throw new Error("no world in material.export, " + this.getName()); - var world = this.getWorld(); - if (!world) - throw new Error( "no world in material.export, " + this.getName() ); + var texMapName = this._propValues[this._propNames[0]]; + exportStr += "texture: " + texMapName + "\n"; - var texMapName = this._propValues[this._propNames[0]]; - exportStr += "texture: " +texMapName + "\n"; - - // every material needs to terminate like this - exportStr += "endMaterial\n"; + // every material needs to terminate like this + exportStr += "endMaterial\n"; - return exportStr; - }; + return exportStr; + }; - this.import = function( importStr ) { - var pu = new MaterialParser( importStr ); - var material = pu.nextValue( "material: " ); - if (material != this.getShaderName()) throw new Error( "ill-formed material" ); - this.setName( pu.nextValue( "name: ") ); + this.import = function (importStr) { + var pu = new MaterialParser(importStr); + var material = pu.nextValue("material: "); + if (material != this.getShaderName()) throw new Error("ill-formed material"); + this.setName(pu.nextValue("name: ")); - var rtnStr; + var rtnStr; try { - this._propValues[this._propNames[0]] = pu.nextValue( "texture: " ); + this._propValues[this._propNames[0]] = pu.nextValue("texture: "); var endKey = "endMaterial\n"; - var index = importStr.indexOf( endKey ); + var index = importStr.indexOf(endKey); index += endKey.length; - rtnStr = importStr.substr( index ); + rtnStr = importStr.substr(index); } - catch (e) - { - throw new Error( "could not import material: " + importStr ); + catch (e) { + throw new Error("could not import material: " + importStr); } - return rtnStr; - } + return rtnStr; + }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader - + // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var cloudMaterialDef = -{'shaders': +{ 'shaders': { - 'defaultVShader':"assets/shaders/Cloud.vert.glsl", - 'defaultFShader':"assets/shaders/Cloud.frag.glsl" + 'defaultVShader': "assets/shaders/Cloud.vert.glsl", + 'defaultFShader': "assets/shaders/Cloud.frag.glsl" }, - 'techniques': - { - 'default': + 'techniques': + { + 'default': [ { - 'vshader' : 'defaultVShader', - 'fshader' : 'defaultFShader', - // attributes - 'attributes' : + 'vshader': 'defaultVShader', + 'fshader': 'defaultFShader', + // attributes + 'attributes': { - 'vert' : { 'type' : 'vec3' }, - 'normal' : { 'type' : 'vec3' }, - 'texcoord' : { 'type' : 'vec2' } + 'vert': { 'type': 'vec3' }, + 'normal': { 'type': 'vec3' }, + 'texcoord': { 'type': 'vec2' } }, - // parameters - 'params' : + // parameters + 'params': { - 'u_tex0': { 'type' : 'tex2d' }, - 'u_time' : { 'type' : 'float' }, - 'u_DiffuseColor' : { 'type' : 'vec4' } + 'u_tex0': { 'type': 'tex2d' }, + 'u_time': { 'type': 'float' }, + 'u_DiffuseColor': { 'type': 'vec4' } }, - // render states - 'states' : + // render states + 'states': { - 'depthEnable' : true, - 'offset':[1.0, 0.1] + 'depthEnable': true, + 'offset': [1.0, 0.1] } } ] diff --git a/js/lib/rdge/materials/deform-material.js b/js/lib/rdge/materials/deform-material.js index 8746bb47..328330bf 100644 --- a/js/lib/rdge/materials/deform-material.js +++ b/js/lib/rdge/materials/deform-material.js @@ -10,20 +10,20 @@ var DeformMaterial = function DeformMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// - this._name = "DeformMaterial"; - this._shaderName = "deform"; + this._name = "DeformMaterial"; + this._shaderName = "deform"; - this._texMap = 'assets/images/rocky-normal.jpg'; + this._texMap = 'assets/images/rocky-normal.jpg'; - this._time = 0.0; - this._dTime = 0.01; + this._time = 0.0; + this._dTime = 0.01; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// - // all defined in parent PulseMaterial.js - // load the local default value - this._propValues[ this._propNames[0] ] = this._texMap.slice(0); + // all defined in parent PulseMaterial.js + // load the local default value + this._propValues[this._propNames[0]] = this._texMap.slice(0); /////////////////////////////////////////////////////////////////////// // Material Property Accessors @@ -35,44 +35,44 @@ var DeformMaterial = function DeformMaterial() { /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// - // duplcate method requirde - this.dup = function( world ) { - // allocate a new uber material - var newMat = new DeformMaterial(); - - // copy over the current values; - var propNames = [], propValues = [], propTypes = [], propLabels = []; - this.getAllProperties( propNames, propValues, propTypes, propLabels); - var n = propNames.length; - for (var i=0; i