From 818582d389f504c915be0c9052fafa33e3e76c92 Mon Sep 17 00:00:00 2001 From: hwc487 Date: Wed, 7 Mar 2012 16:48:48 -0800 Subject: File IO --- js/document/html-document.js | 13 +- .../RDGE/runtime/CanvasDataManager.js | 75 --- js/helper-classes/RDGE/runtime/GLRuntime.js | 348 ------------ js/helper-classes/RDGE/runtime/RuntimeGeomObj.js | 611 -------------------- js/helper-classes/RDGE/runtime/RuntimeMaterial.js | 282 --------- js/lib/drawing/world.js | 90 +-- js/lib/geom/circle.js | 3 +- js/lib/geom/geom-obj.js | 47 ++ js/lib/geom/rectangle.js | 4 +- js/lib/rdge/materials/bump-metal-material.js | 4 +- js/lib/rdge/materials/deform-material.js | 2 +- js/lib/rdge/materials/flat-material.js | 41 +- js/lib/rdge/materials/fly-material.js | 2 +- js/lib/rdge/materials/julia-material.js | 2 +- js/lib/rdge/materials/keleidoscope-material.js | 2 +- js/lib/rdge/materials/linear-gradient-material.js | 2 +- js/lib/rdge/materials/mandel-material.js | 2 +- js/lib/rdge/materials/plasma-material.js | 7 +- js/lib/rdge/materials/pulse-material.js | 7 +- js/lib/rdge/materials/radial-blur-material.js | 2 +- js/lib/rdge/materials/radial-gradient-material.js | 7 +- js/lib/rdge/materials/relief-tunnel-material.js | 2 +- js/lib/rdge/materials/square-tunnel-material.js | 2 +- js/lib/rdge/materials/star-material.js | 2 +- js/lib/rdge/materials/taper-material.js | 6 +- js/lib/rdge/materials/tunnel-material.js | 2 +- js/lib/rdge/materials/twist-material.js | 2 +- js/lib/rdge/materials/twist-vert-material.js | 6 +- js/lib/rdge/materials/uber-material.js | 71 ++- js/lib/rdge/materials/water-material.js | 2 +- js/lib/rdge/materials/z-invert-material.js | 2 +- js/lib/rdge/runtime/CanvasDataManager.js | 83 +++ js/lib/rdge/runtime/GLRuntime.js | 357 ++++++++++++ js/lib/rdge/runtime/RuntimeGeomObj.js | 630 +++++++++++++++++++++ js/lib/rdge/runtime/RuntimeMaterial.js | 317 +++++++++++ 35 files changed, 1630 insertions(+), 1407 deletions(-) delete mode 100644 js/helper-classes/RDGE/runtime/CanvasDataManager.js delete mode 100644 js/helper-classes/RDGE/runtime/GLRuntime.js delete mode 100644 js/helper-classes/RDGE/runtime/RuntimeGeomObj.js delete mode 100644 js/helper-classes/RDGE/runtime/RuntimeMaterial.js create mode 100644 js/lib/rdge/runtime/CanvasDataManager.js create mode 100644 js/lib/rdge/runtime/GLRuntime.js create mode 100644 js/lib/rdge/runtime/RuntimeGeomObj.js create mode 100644 js/lib/rdge/runtime/RuntimeMaterial.js (limited to 'js') diff --git a/js/document/html-document.js b/js/document/html-document.js index 8592a445..44f90d41 100755 --- a/js/document/html-document.js +++ b/js/document/html-document.js @@ -8,7 +8,9 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot // var Montage = require("montage/core/core").Montage, TextDocument = require("js/document/text-document").TextDocument, - NJUtils = require("js/lib/NJUtils").NJUtils; + NJUtils = require("js/lib/NJUtils").NJUtils, + CanvasDataManager = require("js/lib/rdge/runtime/CanvasDataManager").CanvasDataManager, + GLWorld = require("js/lib/drawing/world").World; //////////////////////////////////////////////////////////////////////// // exports.HTMLDocument = Montage.create(TextDocument, { @@ -185,7 +187,7 @@ exports.HTMLDocument = Montage.create(TextDocument, { var elt = this.documentRoot; if (elt) { - var loadForRuntime = false; + var loadForRuntime = true; if (loadForRuntime) { //console.log( "load canvas data: " , value ); @@ -224,7 +226,6 @@ exports.HTMLDocument = Montage.create(TextDocument, { var useWebGL = (index >= 0) var world = new GLWorld( canvas, useWebGL ); world.import( importStr ); - canvas.elementModel.shapeModel.GLWorld = world; this.buildShapeModel( canvas.elementModel, world ); } @@ -789,8 +790,7 @@ exports.HTMLDocument = Montage.create(TextDocument, { } } } - //return {mode: 'html', document: this._userDocument, webgl: this.glData, styles: styles, head: this._templateDocument.head.innerHTML, body: this._templateDocument.body.innerHTML}; - return {mode: 'html', document: this._userDocument, styles: styles, head: this._templateDocument.head.innerHTML, body: this._templateDocument.body.innerHTML}; + return {mode: 'html', document: this._userDocument, webgl: this.glData, styles: styles, head: this._templateDocument.head.innerHTML, body: this._templateDocument.body.innerHTML}; } else if (this.currentView === "code"){ //TODO: Would this get call when we are in code of HTML? } else { @@ -813,8 +813,7 @@ exports.HTMLDocument = Montage.create(TextDocument, { } } } - //return {mode: 'html', document: this._userDocument, webgl: this.glData, css: css, head: this._templateDocument.head.innerHTML, body: this._templateDocument.body.innerHTML}; - return {mode: 'html', document: this._userDocument, css: css, head: this._templateDocument.head.innerHTML, body: this._templateDocument.body.innerHTML}; + return {mode: 'html', document: this._userDocument, webgl: this.glData, css: css, head: this._templateDocument.head.innerHTML, body: this._templateDocument.body.innerHTML}; } else if (this.currentView === "code"){ //TODO: Would this get call when we are in code of HTML? } else { diff --git a/js/helper-classes/RDGE/runtime/CanvasDataManager.js b/js/helper-classes/RDGE/runtime/CanvasDataManager.js deleted file mode 100644 index efbfe4db..00000000 --- a/js/helper-classes/RDGE/runtime/CanvasDataManager.js +++ /dev/null @@ -1,75 +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, NinjaUtils) - { - 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 -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 GLRuntime -// Manages runtime fora WebGL canvas -/////////////////////////////////////////////////////////////////////// -function GLRuntime( canvas, importStr ) -{ - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._canvas = canvas; - this._context = null; - this._importStr = importStr; - - this.renderer = null; - this.myScene = null; - this.light = null; - this.light2 = null; - this._rootNode = null; - - this._firstRender = true; - this._initialized = false; - - this._useWebGL = false; - - // view parameters - this._fov = 45.0; - this._zNear = 0.1; - this._zFar = 100.0; - this._viewDist = 5.0; - - this._aspect = canvas.width/canvas.height; - - this._geomRoot; - - // all "live" materials - this._materials = []; - - /////////////////////////////////////////////////////////////////////// - // accessors - /////////////////////////////////////////////////////////////////////// - this.getZNear = function() { return this._zNear; } - this.getZFar = function() { return this._zFar; } - this.getFOV = function() { return this._fov; } - this.getAspect = function() { return this._aspect; } - this.getViewDistance = function() { return this._viewDist; } - - this.get2DContext = function() { return this._context; } - - this.getViewportWidth = function() { return this._canvas.width; } - this.getViewportHeight = function() { return this._canvas.height; } - - /////////////////////////////////////////////////////////////////////// - // accessors - /////////////////////////////////////////////////////////////////////// - this.loadScene = function() - { - // parse the data - // the GL runtime must start with a "sceneData: " - var index = importStr.indexOf( "scenedata: " ); - if (index >= 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(); - } -} - - - - diff --git a/js/helper-classes/RDGE/runtime/RuntimeGeomObj.js b/js/helper-classes/RDGE/runtime/RuntimeGeomObj.js deleted file mode 100644 index fd5bf3aa..00000000 --- a/js/helper-classes/RDGE/runtime/RuntimeGeomObj.js +++ /dev/null @@ -1,611 +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 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 -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 RuntimeMaterial -// Runtime representation of a material. -/////////////////////////////////////////////////////////////////////// -function RuntimeMaterial( world ) -{ - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "GLMaterial"; - this._shaderName = "undefined"; - - // variables for animation speed - this._time = 0.0; - this._dTime = 0.01; - - // RDGE variables - this._shader; - this._materialNode; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - - // a material can be animated or not. default is not. - // Any material needing continuous rendering should override this method - this.isAnimated = function() { return false; } - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - this.init = function() - { - } - - this.update = function( time ) - { - } -} - -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 = 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 = 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 = getPropertyFromString( "color1: ", importStr ); - this._color1 = eval( "[" + colorStr + "]" ); - colorStr = getPropertyFromString( "color2: ", importStr ); - this._color2 = eval( "[" + colorStr + "]" ); - colorStr = getPropertyFromString( "color3: ", importStr ); - this._color3 = eval( "[" + colorStr + "]" ); - colorStr = getPropertyFromString( "color4: ", importStr ); - this._color4 = eval( "[" + colorStr + "]" ); - - this._colorStop1 = Number( getPropertyFromString( "colorStop1: ", importStr ) ); - this._colorStop2 = Number( getPropertyFromString( "colorStop2: ", importStr ) ); - this._colorStop3 = Number( getPropertyFromString( "colorStop3: ", importStr ) ); - this._colorStop4 = Number( getPropertyFromString( "colorStop4: ", importStr ) ); - - if (this._angle !== undefined) - this._angle = 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( "[" + getPropertyFromString( "lightDiff: ", importStr ) + "]" ); - this._diffuseTexture = getPropertyFromString( "diffuseTexture: ", importStr ); - this._specularTexture = getPropertyFromString( "specularTexture: ", importStr ); - this._normalTexture = 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() -{ -} - - diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js index 3d6c6fc4..b8bceda6 100755 --- a/js/lib/drawing/world.js +++ b/js/lib/drawing/world.js @@ -4,17 +4,6 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. */ -// Useless Global variables. -// TODO: Remove this as soon as QE test pass -/* -var shaderProgramArray = new Array; -var glContextArray = new Array; -var vertexShaderSource = ""; -var fragmentShaderSource = ""; -var rdgeStarted = false; -*/ - -var nodeCounter = 0; var GeomObj = require("js/lib/geom/geom-obj").GeomObj; var Line = require("js/lib/geom/line").Line; @@ -22,6 +11,8 @@ var Rectangle = require("js/lib/geom/rectangle").Rectangle; var Circle = require("js/lib/geom/circle").Circle; var MaterialsModel = require("js/models/materials-model").MaterialsModel; +var worldCounter = 0; + /////////////////////////////////////////////////////////////////////// // Class GLWorld // Manages display in a canvas @@ -76,6 +67,12 @@ var World = function GLWorld( canvas, use3D ) { // no animated materials this._firstRender = true; + this._worldCount = worldCounter; + worldCounter++; + + // keep a counter for generating node names + this._nodeCounter = 0; + /////////////////////////////////////////////////////////////////////// // Property accessors /////////////////////////////////////////////////////////////////////// @@ -350,9 +347,12 @@ var World = function GLWorld( canvas, use3D ) { return false; }; - - // END RDGE - //////////////////////////////////////////////////////////////////////////////////// + this.generateUniqueNodeID = function() + { + var str = String( this._nodeCounter ); + this._nodeCounter++; + return str; + } // start RDGE passing your runtime object, and false to indicate we don't need a an initialization state @@ -391,7 +391,7 @@ World.prototype.updateObject = function (obj) { if (nPrims > 0) { ctrTrNode = obj.getTransformNode(); if (ctrTrNode == null) { - ctrTrNode = createTransformNode("objRootNode_" + nodeCounter++); + ctrTrNode = createTransformNode("objRootNode_" + this._nodeCounter++); this._rootNode.insertAsChild( ctrTrNode ); obj.setTransformNode( ctrTrNode ); } @@ -401,7 +401,7 @@ World.prototype.updateObject = function (obj) { }); ctrTrNode.meshes = []; - ctrTrNode.attachMeshNode(this.renderer.id + "_prim_" + nodeCounter++, prims[0]); + ctrTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prims[0]); ctrTrNode.attachMaterial(materialNodes[0]); } @@ -420,12 +420,12 @@ World.prototype.updateObject = function (obj) { }); childTrNode.meshes = []; } else { - childTrNode = createTransformNode("objNode_" + nodeCounter++); + childTrNode = createTransformNode("objNode_" + this._nodeCounter++); ctrTrNode.insertAsChild(childTrNode); } // attach the instanced box goe - childTrNode.attachMeshNode(this.renderer.id + "_prim_" + nodeCounter++, prim); + childTrNode.attachMeshNode(this.renderer.id + "_prim_" + this._nodeCounter++, prim); childTrNode.attachMaterial(materialNodes[i]); } }; @@ -727,7 +727,7 @@ World.prototype.getShapeFromPoint = function( offsetX, offsetY ) { } }; -World.prototype.export = function() { +World.prototype.export = function( exportForPublish ) { var exportStr = "GLWorld 1.0\n"; var id = this.getCanvas().getAttribute( "data-RDGE-id" ); exportStr += "id: " + id + "\n"; @@ -736,17 +736,28 @@ World.prototype.export = function() { exportStr += "zNear: " + this._zNear + "\n"; exportStr += "zFar: " + this._zFar + "\n"; exportStr += "viewDist: " + this._viewDist + "\n"; + if (this._useWebGL) + exportStr += "webGL: true\n"; // we need 2 export modes: One for save/restore, one for publish. // hardcoding for now - var exportForPublish = false; + //var exportForPublish = false; + if (!exportForPublish) exportForPublish = false; exportStr += "publish: " + exportForPublish + "\n"; - if (exportForPublish) { + if (exportForPublish && this._useWebGL) + { exportStr += "scenedata: " + this.myScene.exportJSON() + "endscene\n"; - } else { + + // write out all of the objects + exportStr += "tree\n"; + exportStr += this.exportObjects( this._geomRoot ); + exportStr += "endtree\n"; + } + else + { // output the material library - exportStr += MaterialsModel.exportMaterials(); + //exportStr += MaterialsLibrary.export(); // THIS NEEDS TO BE DONE AT THE DOC LEVEL // write out all of the objects exportStr += "tree\n"; @@ -800,21 +811,26 @@ World.prototype.import = function( importStr ) { // determine if the data was written for export (no Ninja objects) // or for save/restore - var index = importStr.indexOf( "scenedata: " ); - if (index >= 0) { - 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 ); - } else { - // load the material library - importStr = MaterialsModel.importMaterials( importStr ); + //var index = importStr.indexOf( "scenedata: " ); + var index = importStr.indexOf( "webGL: " ); + this._useWebGL = (index >= 0) + if (this._useWebGL) + { + // start RDGE + rdgeStarted = true; + var id = this._canvas.getAttribute( "data-RDGE-id" ); + this._canvas.rdgeid = id; + g_Engine.registerCanvas(this._canvas, this); + RDGEStart( this._canvas ); + this._canvas.task.stop() + } + + this.importObjects( importStr, this._rootNode ); - // import the objects - this.importObjects( importStr, this._rootNode ); + if (!this._useWebGL) + { + // render using canvas 2D + this.render(); } }; diff --git a/js/lib/geom/circle.js b/js/lib/geom/circle.js index dd82a4cc..ad77383b 100755 --- a/js/lib/geom/circle.js +++ b/js/lib/geom/circle.js @@ -577,9 +577,10 @@ var Circle = function GLCircle() { } else { rtnStr += "flatMaterial"; } - rtnStr += "\n"; + rtnStr += this.exportMaterials(); + return rtnStr; }; diff --git a/js/lib/geom/geom-obj.js b/js/lib/geom/geom-obj.js index c5880843..852aab89 100755 --- a/js/lib/geom/geom-obj.js +++ b/js/lib/geom/geom-obj.js @@ -204,6 +204,53 @@ var GeomObj = function GLGeomObj() { return fillMaterial; }; + this.exportMaterials = function() + { + var rtnStr = ""; + if (this._materialArray && this._materialNodeArray) + { + var nMats = this._materialArray.length; + rtnStr += "nMaterials: " + nMats + "\n"; + for (var i=0; i