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