/*
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.
*/
///////////////////////////////////////////////////////////////////////
//Loading webGL/canvas data
function initWebGl (rootElement, directory) {
var cvsDataMngr, ninjaWebGlData = JSON.parse((document.querySelectorAll(['script[data-ninja-webgl]'])[0].innerHTML.replace('(', '')).replace(')', ''));
if (ninjaWebGlData && ninjaWebGlData.data) {
for (var n=0; ninjaWebGlData.data[n]; n++) {
ninjaWebGlData.data[n] = unescape(ninjaWebGlData.data[n]);
}
}
//Creating data manager
cvsDataMngr = new CanvasDataManager();
//Loading data to canvas(es)
cvsDataMngr.loadGLData(rootElement, ninjaWebGlData.data, directory);
}
///////////////////////////////////////////////////////////////////////
// Class ShapeRuntime
// Manages runtime shape display
///////////////////////////////////////////////////////////////////////
function CanvasDataManager()
{
this.loadGLData = function(root, valueArray, assetPath )
{
this._assetPath = assetPath.slice();
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, assetPath );
}
}
}
}
}
this.collectGLData = function( elt, dataArray )
{
if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld)
{
var data = elt.elementModel.shapeModel.GLWorld.export( true );
dataArray.push( data );
}
if (elt.children)
{
var nKids = elt.children.length;
for (var i=0; i= 0)
{
this._useWebGL = true;
var rdgeStr = importStr.substr( index+11 );
var endIndex = rdgeStr.indexOf( "endscene\n" );
if (endIndex < 0) throw new Error( "ill-formed WebGL data" );
var len = endIndex - index + 11;
rdgeStr = rdgeStr.substr( 0, endIndex );
this.myScene.importJSON( rdgeStr );
this.importObjects( importStr );
this.linkMaterials( this._geomRoot );
this.initMaterials();
}
else
{
this._context = this._canvas.getContext( "2d" );
this.importObjects( importStr );
this.render();
}
}
this.init = function()
{
var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle),
ctx2 = g_Engine.getContext();
if (ctx1 != ctx2) console.log( "***** different contexts *****" );
this.renderer = ctx1.renderer;
// create a camera, set its perspective, and then point it at the origin
var cam = new camera();
this._camera = cam;
cam.setPerspective(this.getFOV(), this.getAspect(), this.getZNear(), this.getZFar());
cam.setLookAt([0, 0, this.getViewDistance()], [0, 0, 0], vec3.up());
// make this camera the active camera
this.renderer.cameraManager().setActiveCamera(cam);
// change clear color
this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]);
// create an empty scene graph
this.myScene = new SceneGraph();
// load the scene graph data
this.loadScene();
// Add the scene to the engine - necessary if you want the engine to draw for you
var name = "myScene" + this._canvas.getAttribute( "data-RDGE-id" );
g_Engine.AddScene(name, this.myScene);
this._initialized = true;
}
// main code for handling user interaction and updating the scene
this.update = function(dt)
{
if (this._initialized)
{
if (!dt) dt = 0.2;
dt = 0.01; // use our own internal throttle
this.elapsed += dt;
// changed the global position uniform of light 0, another way to change behavior of a light
rdgeGlobalParameters.u_light0Pos.set( [5*Math.cos(this.elapsed), 5*Math.sin(this.elapsed), 20]);
// orbit the light nodes around the boxes
//this.light.setPosition([1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), 1.2*Math.cos(this.elapsed*2.0)]);
//this.light2.setPosition([-1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), -1.2*Math.cos(this.elapsed)]);
this.updateMaterials();
// now update all the nodes in the scene
this.myScene.update(dt);
}
}
this.updateMaterials = function()
{
var nMats = this._materials.length;
for (var i=0; i= 0)
{
// update the string to the current object
importStr = importStr.substr( index+7 );
// read the next object
var obj = this.importObject( importStr, parent );
// determine if we have children
var endIndex = importStr.indexOf( "ENDOBJECT\n" ),
childIndex = importStr.indexOf( "OBJECT\n" );
if (endIndex < 0) throw new Error( "ill-formed object data" );
if ((childIndex >= 0) && (childIndex < endIndex))
{
importStr = importStr.substr( childIndex + 7 );
importStr = this.importObjects( importStr, obj );
endIndex = importStr.indexOf( "ENDOBJECT\n" )
}
// remove the string for the object(s) just created
importStr = importStr.substr( endIndex );
// get the location of the next object
index = importStr.indexOf( "OBJECT\n", endIndex );
}
return importStr;
}
this.importObject = function( objStr, parent )
{
var type = Number( getPropertyFromString( "type: ", objStr ) );
var obj;
switch (type)
{
case 1:
obj = new RuntimeRectangle();
obj.import( objStr, parent );
break;
case 2: // circle
obj = new RuntimeOval();
obj.import( objStr, parent );
break;
case 3: // line
obj = new RuntimeLine();
obj.import( objStr, parent );
break;
default:
throw new Error( "Attempting to load unrecognized object type: " + type );
break;
}
if (obj)
this.addObject( obj );
return obj;
}
this.addObject = function( obj, parent )
{
if (!obj) return;
obj.setWorld( this );
if (parent == null)
this._geomRoot = obj;
else
parent.addChild( obj );
}
this.linkMaterials = function( obj )
{
if (!obj) return;
// get the array of materials from the object
var matArray = obj._materials;
var nMats = matArray.length;
for (var i=0; i= 0)
{
rtnPath = url.substr( index + searchStr.length );
rtnPath = this._assetPath + rtnPath;
}
return rtnPath;
}
this.findMaterialNode = function( nodeName, node )
{
if (node.transformNode)
node = node.transformNode;
if (node.materialNode)
{
if (nodeName === node.materialNode.name) return node.materialNode;
}
if (node.children)
{
var nKids = node.children.length;
for (var i=0; i= 0);
if (this._useWebGL)
{
var id = canvas.getAttribute( "data-RDGE-id" );
canvas.rdgeid = id;
g_Engine.registerCanvas(canvas, this);
RDGEStart( canvas );
}
else
{
this.loadScene();
}
}
///////////////////////////////////////////////////////////////////////
// Class RuntimeGeomObj
// Super class for all geometry classes
///////////////////////////////////////////////////////////////////////
function RuntimeGeomObj()
{
///////////////////////////////////////////////////////////////////////
// Constants
///////////////////////////////////////////////////////////////////////
this.GEOM_TYPE_RECTANGLE = 1;
this.GEOM_TYPE_CIRCLE = 2;
this.GEOM_TYPE_LINE = 3;
this.GEOM_TYPE_PATH = 4;
this.GEOM_TYPE_CUBIC_BEZIER = 5;
this.GEOM_TYPE_UNDEFINED = -1;
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._children;
// stroke and fill colors
this._strokeColor = [0,0,0,0];
this._fillColor = [0,0,0,0];
// array of materials
this._materials = [];
///////////////////////////////////////////////////////////////////////
// Property accessors
///////////////////////////////////////////////////////////////////////
this.geomType = function() { return this.GEOM_TYPE_UNDEFINED; }
this.setWorld = function(w) { this._world = w; }
this.getWorld = function() { return this._world; }
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.makeStrokeMaterial = function()
{
}
this.makeFillMaterial = function()
{
}
this.render = function()
{
}
this.addChild = function( child )
{
if (!this._children) this._children = [];
this._children.push( child );
}
this.import = function()
{
}
this.importMaterials = function(importStr)
{
var nMaterials = Number( getPropertyFromString( "nMaterials: ", importStr ) );
for (var i=0; i= 0.001)
{
var scale = len/sum;
rtnVec = [];
for (var i=0; i= 0)
rtnStr = rtnStr.substr(0, index);
return rtnStr;
}
///////////////////////////////////////////////////////////////////////
// Class RuntimeRectangle
///////////////////////////////////////////////////////////////////////
function RuntimeRectangle()
{
// inherit the members of RuntimeGeomObj
this.inheritedFrom = RuntimeGeomObj;
this.inheritedFrom();
this.import = function( importStr )
{
this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) );
this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) );
this._width = Number( getPropertyFromString( "width: ", importStr ) );
this._height = Number( getPropertyFromString( "height: ", importStr ) );
this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) );
this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) );
this._strokeStyle = Number( getPropertyFromString( "strokeStyle: ", importStr ) );
var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr );
var fillMaterialName = getPropertyFromString( "fillMat: ", importStr );
this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr );
this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" );
this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" );
this._tlRadius = Number( getPropertyFromString( "tlRadius: ", importStr ) );
this._trRadius = Number( getPropertyFromString( "trRadius: ", importStr ) );
this._blRadius = Number( getPropertyFromString( "blRadius: ", importStr ) );
this._brRadius = Number( getPropertyFromString( "brRadius: ", importStr ) );
this.importMaterials( importStr );
}
this.renderPath = function( inset, ctx )
{
// various declarations
var pt, rad, ctr, startPt, bPts;
var width = Math.round(this._width),
height = Math.round(this._height);
pt = [inset, inset]; // top left corner
var tlRad = this._tlRadius; //top-left radius
var trRad = this._trRadius;
var blRad = this._blRadius;
var brRad = this._brRadius;
if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) && (trRad <= 0))
{
ctx.rect(pt[0], pt[1], width - 2*inset, height - 2*inset);
}
else
{
// get the top left point
rad = tlRad - inset;
if (rad < 0) rad = 0;
pt[1] += rad;
if (Math.abs(rad) < 0.001) pt[1] = inset;
ctx.moveTo( pt[0], pt[1] );
// get the bottom left point
pt = [inset, height - inset];
rad = blRad - inset;
if (rad < 0) rad = 0;
pt[1] -= rad;
ctx.lineTo( pt[0], pt[1] );
// get the bottom left curve
if (rad > 0.001)
ctx.quadraticCurveTo( inset, height-inset, inset+rad, height-inset );
// do the bottom of the rectangle
pt = [width - inset, height - inset];
rad = brRad - inset;
if (rad < 0) rad = 0;
pt[0] -= rad;
ctx.lineTo( pt[0], pt[1] );
// get the bottom right arc
if (rad > 0.001)
ctx.quadraticCurveTo( width-inset, height-inset, width-inset, height-inset-rad );
// get the right of the rectangle
pt = [width - inset, inset];
rad = trRad - inset;
if (rad < 0) rad = 0;
pt[1] += rad;
ctx.lineTo( pt[0], pt[1] );
// do the top right corner
if (rad > 0.001)
ctx.quadraticCurveTo( width-inset, inset, width-inset-rad, inset );
// do the top of the rectangle
pt = [inset, inset]
rad = tlRad - inset;
if (rad < 0) rad = 0;
pt[0] += rad;
ctx.lineTo( pt[0], pt[1] );
// do the top left corner
if (rad > 0.001)
ctx.quadraticCurveTo( inset, inset, inset, inset+rad );
else
ctx.lineTo( inset, 2*inset );
}
}
this.render = function()
{
// get the world
var world = this.getWorld();
if (!world) throw( "null world in rectangle render" );
// get the context
var ctx = world.get2DContext();
if (!ctx) return;
// get some dimensions
var lw = this._strokeWidth;
var w = world.getViewportWidth(),
h = world.getViewportHeight();
// render the fill
ctx.beginPath();
if (this._fillColor)
{
var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")";
ctx.fillStyle = c;
ctx.lineWidth = lw;
var inset = Math.ceil( lw ) + 0.5;
this.renderPath( inset, ctx );
ctx.fill();
ctx.closePath();
}
// render the stroke
ctx.beginPath();
if (this._strokeColor)
{
var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
ctx.strokeStyle = c;
ctx.lineWidth = lw;
var inset = Math.ceil( 0.5*lw ) + 0.5;
this.renderPath( inset, ctx );
ctx.stroke();
ctx.closePath();
}
}
}
///////////////////////////////////////////////////////////////////////
// Class RuntimeOval
///////////////////////////////////////////////////////////////////////
function RuntimeOval()
{
// inherit the members of RuntimeGeomObj
this.inheritedFrom = RuntimeGeomObj;
this.inheritedFrom();
this.import = function( importStr )
{
this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) );
this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) );
this._width = Number( getPropertyFromString( "width: ", importStr ) );
this._height = Number( getPropertyFromString( "height: ", importStr ) );
this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) );
this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) );
this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr );
var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr );
var fillMaterialName = getPropertyFromString( "fillMat: ", importStr );
this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" );
this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" );
this.importMaterials( importStr );
}
this.render = function()
{
// get the world
var world = this.getWorld();
if (!world) throw( "null world in buildBuffers" );
// get the context
var ctx = world.get2DContext();
if (!ctx) return;
// declare some variables
var p0, p1;
var x0, y1, x1, y1;
// create the matrix
var lineWidth = this._strokeWidth;
var innerRad = this._innerRadius;
var xScale = 0.5*this._width - lineWidth,
yScale = 0.5*this._height - lineWidth;
// translate
var xCtr = 0.5*world.getViewportWidth() + this._xOffset,
yCtr = 0.5*world.getViewportHeight() + this._yOffset;
var mat = [
[ xScale, 0.0, 0.0, xCtr],
[ 0.0, yScale, 0.0, yCtr],
[ 0.0, 0.0, 1.0, 0.0],
[ 0.0, 0.0, 0.0, 1.0]
];
// get a bezier representation of the circle
var bezPts = this.circularArcToBezier( [0,0,0], [1,0,0], 2.0*Math.PI );
if (bezPts)
{
var n = bezPts.length;
// set up the fill style
ctx.beginPath();
ctx.lineWidth = 0;
if (this._fillColor)
{
var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")";
ctx.fillStyle = c;
// draw the fill
ctx.beginPath();
var p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
var index = 1;
while (index < n)
{
p0 = this.transformPoint( bezPts[index], mat );
p1 = this.transformPoint( bezPts[index+1], mat );
x0 = p0[0]; y0 = p0[1];
x1 = p1[0]; y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
if ( innerRad > 0.001)
{
xScale = 0.5*innerRad*this._width;
yScale = 0.5*innerRad*this._height;
mat[0] = xScale;
mat[5] = yScale;
// get the bezier points
var bezPts = this.circularArcToBezier( Vector.create([0,0,0]), Vector.create([1,0,0]), -2.0*Math.PI );
if (bezPts)
{
var n = bezPts.length;
p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
p0 = this.transformPoint( bezPts[index], mat );
p1 = this.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
}
}
// fill the path
ctx.fill();
}
// calculate the stroke matrix
xScale = 0.5*this._width - 0.5*lineWidth;
yScale = 0.5*this._height - 0.5*lineWidth;
mat[0] = xScale;
mat[5] = yScale;
// set up the stroke style
ctx.beginPath();
ctx.lineWidth = lineWidth;
if (this._strokeColor)
{
var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
ctx.strokeStyle = c;
// draw the stroke
p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
var p0 = this.transformPoint( bezPts[index], mat );
var p1 = this.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
if (innerRad > 0.01)
{
// calculate the stroke matrix
xScale = 0.5*innerRad*this._width - 0.5*lineWidth;
yScale = 0.5*innerRad*this._height - 0.5*lineWidth;
mat[0] = xScale;
mat[5] = yScale;
// draw the stroke
p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
var p0 = this.transformPoint( bezPts[index], mat );
var p1 = this.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
}
// render the stroke
ctx.stroke();
}
}
}
///////////////////////////////////////////////////////////////////////
// this function returns the quadratic Bezier approximation to the specified
// circular arc. The input can be 2D or 3D, determined by the minimum dimension
// of the center and start point.
// includedAngle is in radians, can be positiveor negative
this.circularArcToBezier= function( ctr_, startPt_, includedAngle )
{
var dimen = 3;
var ctr = ctr_.slice();
var startPt = startPt_.slice();
// make sure the start point is good
var pt = this.vecSubtract(dimen, startPt, ctr);
var rad = this.vecMag(dimen, pt);
if ((dimen != 3) || (rad <= 0) || (includedAngle === 0))
{
if (dimen != 3) console.log( "circularArcToBezier works for 3 dimensional points only. Was " + dimen );
return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ];
}
// determine the number of segments. 45 degree span maximum.
var nSegs = Math.ceil( Math.abs(includedAngle)/(0.25*Math.PI) );
if (nSegs <= 0) return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ];
var dAngle = includedAngle/nSegs;
// determine the length of the center control point from the circle center
var cs = Math.cos( 0.5*Math.abs(dAngle) ), sn = Math.sin( 0.5*Math.abs(dAngle) );
var c = rad*sn;
var h = c*sn/cs;
var d = rad*cs + h;
var rtnPts = [ this.vecAdd(dimen, pt, ctr) ];
var rotMat = Matrix.RotationZ( dAngle );
for ( var i=0; i= 0)
rtnStr = rtnStr.substr(0, index);
return rtnStr;
}
}
function RuntimeFlatMaterial()
{
// inherit the members of RuntimeMaterial
this.inheritedFrom = RuntimeMaterial;
this.inheritedFrom();
this._name = "FlatMaterial";
this._shaderName = "flat";
// assign a default color
this._color = [1,0,0,1];
this.import = function( importStr )
{
var colorStr = this.getPropertyFromString( "color: ", importStr );
if (colorStr)
this._color = eval( "[" + colorStr + "]" );
};
this.init = function()
{
if (this._shader)
{
this._shader.colorMe["color"].set( this._color );
}
}
}
function RuntimePulseMaterial()
{
// inherit the members of RuntimeMaterial
this.inheritedFrom = RuntimeMaterial;
this.inheritedFrom();
this._name = "PulseMaterial";
this._shaderName = "pulse";
this._texMap = 'assets/images/cubelight.png';
this.isAnimated = function() { return true; }
this.import = function( importStr )
{
this._texMap = this.getPropertyFromString( "texture: ", importStr );
}
this.init = function( world )
{
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;
this._texMap = world.remapAssetFolder( this._texMap );
var tex = renderer.getTextureByName(this._texMap, wrap, mips );
if (tex)
technique.u_tex0.set( tex );
this._shader.default.u_time.set( [this._time] );
}
}
}
}
// several materials inherit from pulse.
// they may share this update method
this.update = function( time )
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.default;
var renderer = g_Engine.getContext().renderer;
if (renderer && technique)
{
if (this._shader && this._shader.default)
this._shader.default.u_time.set( [this._time] );
this._time += this._dTime;
if (this._time > 200.0) this._time = 0.0;
}
}
}
}
function RuntimeRadialGradientMaterial()
{
// inherit the members of RuntimeMaterial
this.inheritedFrom = RuntimeMaterial;
this.inheritedFrom();
this._name = "RadialGradientMaterial";
this._shaderName = "radialGradient";
// setup default values
this._color1 = [1,0,0,1]; this._colorStop1 = 0.0;
this._color2 = [0,1,0,1]; this._colorStop2 = 0.3;
this._color3 = [0,1,0,1]; this._colorStop3 = 0.6;
this._color4 = [0,1,0,1]; this._colorStop4 = 1.0;
this.init = function()
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.default;
var renderer = g_Engine.getContext().renderer;
if (renderer && technique)
{
if (this._shader && this._shader.default)
{
this._shader.default.u_color1.set( this._color1 );
this._shader.default.u_color2.set( this._color2 );
this._shader.default.u_color3.set( this._color3 );
this._shader.default.u_color4.set( this._color4 );
this._shader.default.u_colorStop1.set( [this._colorStop1] );
this._shader.default.u_colorStop2.set( [this._colorStop2] );
this._shader.default.u_colorStop3.set( [this._colorStop3] );
this._shader.default.u_colorStop4.set( [this._colorStop4] );
if (this._angle !== undefined)
this._shader.default.u_cos_sin_angle.set([Math.cos(this._angle), Math.sin(this._angle)]);
}
}
}
}
this.import = function( importStr )
{
var colorStr;
colorStr = this.getPropertyFromString( "color1: ", importStr );
this._color1 = eval( "[" + colorStr + "]" );
colorStr = this.getPropertyFromString( "color2: ", importStr );
this._color2 = eval( "[" + colorStr + "]" );
colorStr = this.getPropertyFromString( "color3: ", importStr );
this._color3 = eval( "[" + colorStr + "]" );
colorStr = this.getPropertyFromString( "color4: ", importStr );
this._color4 = eval( "[" + colorStr + "]" );
this._colorStop1 = Number( this.getPropertyFromString( "colorStop1: ", importStr ) );
this._colorStop2 = Number( this.getPropertyFromString( "colorStop2: ", importStr ) );
this._colorStop3 = Number( this.getPropertyFromString( "colorStop3: ", importStr ) );
this._colorStop4 = Number( this.getPropertyFromString( "colorStop4: ", importStr ) );
if (this._angle !== undefined)
this._angle = this.getPropertyFromString( "angle: ", importStr );
}
}
function RuntimeLinearGradientMaterial()
{
// inherit the members of RuntimeMaterial
this.inheritedFrom = RuntimeRadialGradientMaterial;
this.inheritedFrom();
this._name = "LinearGradientMaterial";
this._shaderName = "linearGradient";
// the only difference between linear & radial gradient is the existance of an angle for linear.
this._angle = 0.0;
}
function RuntimeBumpMetalMaterial()
{
// inherit the members of RuntimeMaterial
this.inheritedFrom = RuntimeMaterial;
this.inheritedFrom();
this._name = "BumpMetalMaterial";
this._shaderName = "bumpMetal";
this._lightDiff = [0.3, 0.3, 0.3, 1.0];
this._diffuseTexture = "assets/images/metal.png";
this._specularTexture = "assets/images/silver.png";
this._normalTexture = "assets/images/normalMap.png";
this.import = function( importStr )
{
this._lightDiff = eval( "[" + this.getPropertyFromString( "lightDiff: ", importStr ) + "]" );
this._diffuseTexture = this.getPropertyFromString( "diffuseTexture: ", importStr );
this._specularTexture = this.getPropertyFromString( "specularTexture: ", importStr );
this._normalTexture = this.getPropertyFromString( "normalMap: ", importStr );
}
this.init = function()
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.default;
var renderer = g_Engine.getContext().renderer;
if (renderer && technique)
{
if (this._shader && this._shader.default)
{
technique.u_light0Diff.set( this._lightDiff );
var tex;
var wrap = 'REPEAT', mips = true;
if (this._diffuseTexture)
{
this._diffuseTexture = world.remapAssetFolder( this._diffuseTexture );
tex = renderer.getTextureByName(this._diffuseTexture, wrap, mips );
if (tex) technique.u_colMap.set( tex );
}
if (this._normalTexture)
{
this._normalTexture = world.remapAssetFolder( this._normalTexture );
tex = renderer.getTextureByName(this._normalTexture, wrap, mips );
if (tex) technique.u_normalMap.set( tex );
}
if (this._specularTexture)
{
this._specularTexture = world.remapAssetFolder( this._specularTexture );
tex = renderer.getTextureByName(this._specularTexture, wrap, mips );
technique.u_glowMap.set( tex );
}
}
}
}
}
}
function RuntimeUberMaterial()
{
}
function RuntimePlasmaMaterial()
{
// inherit the members of RuntimeMaterial
this.inheritedFrom = RuntimeMaterial;
this.inheritedFrom();
this.init = function( )
{
this.update();
}
this.update = function( time )
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.default;
var renderer = g_Engine.getContext().renderer;
if (renderer && technique)
{
if (this._shader && this._shader.default)
this._shader.default.u_time.set( [this._time] );
this._time += this._dTime;
if (this._time > 200.0) this._time = 0.0;
}
}
}
}