From 00cd98e49c959906d7c44bb6adcdef1f3d5148ae Mon Sep 17 00:00:00 2001
From: hwc487
Date: Thu, 22 Mar 2012 13:52:09 -0700
Subject: Merge branch 'master' of github.com:Motorola-Mobility/ninja-internal
into Texture
Conflicts:
assets/shaders/plasma.frag.glsl
js/helper-classes/RDGE/GLLine.js
js/helper-classes/RDGE/MaterialsLibrary.js
js/lib/drawing/world.js
js/lib/geom/circle.js
js/lib/geom/rectangle.js
js/lib/rdge/materials/flat-material.js
js/lib/rdge/materials/material.js
js/panels/Materials/Materials.xml
js/panels/Materials/materials-popup.reel/materials-popup.js
js/preloader/Preloader.js
---
js/lib/rdge/texture.js | 149 +++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 149 insertions(+)
create mode 100644 js/lib/rdge/texture.js
(limited to 'js/lib/rdge/texture.js')
diff --git a/js/lib/rdge/texture.js b/js/lib/rdge/texture.js
new file mode 100644
index 00000000..f9b3d4c3
--- /dev/null
+++ b/js/lib/rdge/texture.js
@@ -0,0 +1,149 @@
+/*
+This file contains proprietary software owned by Motorola Mobility, Inc.
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
+ */
+
+var Material = require("js/lib/rdge/materials/material").Material;
+
+///////////////////////////////////////////////////////////////////////
+// Class GLTexture
+// GL representation of a texture.
+///////////////////////////////////////////////////////////////////////
+function Texture( dstWorld )
+{
+ ///////////////////////////////////////////////////////////////////////
+ // Instance variables
+ ///////////////////////////////////////////////////////////////////////
+ this._texture;
+
+ // texture attributes
+ this._texMapName;
+ this._wrap;
+ this._mips;
+
+ this._srcCanvas; // the canvas generating the texture map.
+ this._dstWorld; // the world that will use the texture map
+ this._dstWorld = dstWorld;
+
+ ///////////////////////////////////////////////////////////////////////
+ // Property Accessors
+ ///////////////////////////////////////////////////////////////////////
+ this.getTexture = function() { return this._texture; }
+
+ this.setSrcWorld = function(w) { this._srcWorld = w; }
+ this.getSrcWorld = function() { return this._srcWorld; }
+
+ this.setDstWorld = function(w) { this._dstWorld = w; }
+ this.getDstWorld = function() { return this._dstWorld; }
+
+ ///////////////////////////////////////////////////////////////////////
+ // Methods
+ ///////////////////////////////////////////////////////////////////////
+
+ this.loadFromFile = function( texMapName, wrap, mips )
+ {
+ var tex = this._texture;
+ this._srcCanvas = null;
+
+ // only load if something has changed
+ if (this._texMapName !== texMapName) // does RDGE allow us to change wrap or mips?
+ {
+ this._texMapName = texMapName.slice();
+ this._wrap = wrap;
+ this._mips = mips;
+
+ var dstWorld = this.getDstWorld();
+ if (dstWorld)
+ {
+ var renderer = dstWorld.getRenderer();
+ tex = renderer.getTextureByName(texMapName, wrap, mips );
+ this._texture = tex;
+ dstWorld.textureToLoad( tex );
+ }
+ }
+
+ return tex;
+ }
+
+ this.loadFromCanvas = function( srcCanvas, wrap, mips )
+ {
+ this._texMapName = "GLTexture_" + this.texCounter;
+ this.texCounter++;
+
+ //if (elt.elementModel && elt.elementModel.shapeModel && elt.elementModel.shapeModel.GLWorld)
+ var world = this.getDstWorld();
+ var renderer = world.getRenderer();
+
+ var imageData;
+ var width = srcCanvas.width, height = srcCanvas.height;
+ width = 128; height = 64; // some even power of 2 for now...
+
+ // create a canvas to be used as the image for the texture map
+ var doc = srcCanvas.ownerDocument;
+ var dstCanvas = doc.createElement("canvas");
+ dstCanvas.width = width;
+ dstCanvas.height = height;
+ var dstCtx = dstCanvas.getContext("2d");
+
+ var tex;
+ var srcCtx = srcCanvas.getContext("2d");
+ if (srcCtx)
+ {
+ tex = renderer.getTextureByName(this._texMapName, wrap, mips );
+ imageData = srcCtx.getImageData( 0, 0, width, height );
+ dstCtx.putImageData( imageData, 0, 0 );
+ }
+ else
+ {
+ tex = renderer.getTextureByName(this._texMapName, wrap, mips );
+ //tex = world.getGLContext().createTexture();
+ tex.image = new Image;
+ tex.wrap = wrap;
+ tex.mips = mips;
+
+ srcCtx = srcCanvas.getContext("experimental-webgl");
+ if (srcCtx)
+ {
+// var data = new Uint8Array(width * height * 4);
+// srcCtx.readPixels(0, 0, width, height, srcCtx.RGBA, srcCtx.UNSIGNED_BYTE, data);
+// console.log( "pixel 0: " + data[width+0] + ", " + data[width+1] + ", " + data[width+2] + ", " + data[width+3] );
+//
+// //imageData.data = data;
+// imageData = dstCtx.createImageData(width, height);
+// var nBytes = width*height*4;
+// for (var i=0; i