texture fixes - compile time stuff - done with multiple deep reflection
parent
8a932fc9e0
commit
c8c0d45e18
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@ -58,4 +58,4 @@ console.log("Loading editor library...");
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//#endif
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// This gets injected by gulp
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console.log("Compiled at", __DATE__);
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console.log("GameLib compiled at", __DATE__);
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@ -66,87 +66,87 @@ GameLib.D3.API.Texture = function(
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}
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this.imagePath = imagePath;
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if (typeof wrapS == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(wrapS)) {
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wrapS = GameLib.D3.Texture.TYPE_REPEAT_WRAPPING;
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}
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this.wrapS = wrapS;
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if (typeof wrapT == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(wrapT)) {
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wrapT = GameLib.D3.Texture.TYPE_REPEAT_WRAPPING;
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}
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this.wrapT = wrapT;
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if (typeof repeat == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(repeat)) {
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repeat = new GameLib.D3.API.Vector2(1, 1);
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}
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this.repeat = repeat;
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if (typeof data == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(data)) {
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data = null;
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}
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this.data = data;
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if (typeof format == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(format)) {
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format = GameLib.D3.Texture.TYPE_RGBA_FORMAT;
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}
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this.format = format;
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if (typeof mapping == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(mapping)) {
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mapping = GameLib.D3.Texture.TYPE_UV_MAPPING;
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}
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this.mapping = mapping;
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if (typeof magFilter == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(magFilter)) {
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magFilter = GameLib.D3.Texture.TYPE_LINEAR_FILTER;
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}
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this.magFilter = magFilter;
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if (typeof minFilter == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(minFilter)) {
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minFilter = GameLib.D3.Texture.TYPE_LINEAR_MIPMAP_LINEAR_FILTER;
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}
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this.minFilter = minFilter;
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if (typeof textureType == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(textureType)) {
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textureType = GameLib.D3.Texture.TYPE_UNSIGNED_BYTE;
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}
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this.textureType = textureType;
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if (typeof anisotropy == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(anisotropy)) {
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anisotropy = 1;
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}
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this.anisotropy = anisotropy;
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if (typeof offset == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(offset)) {
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offset = new GameLib.D3.API.Vector2(0, 0);
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}
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this.offset = offset;
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if (typeof generateMipmaps == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(generateMipmaps)) {
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generateMipmaps = true;
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}
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this.generateMipmaps = generateMipmaps;
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if (typeof flipY == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(flipY)) {
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flipY = true;
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}
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this.flipY = flipY;
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if (typeof mipmaps == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(mipmaps)) {
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mipmaps = [];
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}
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this.mipmaps = mipmaps;
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if (typeof unpackAlignment == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(unpackAlignment)) {
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unpackAlignment = 4;
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}
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this.unpackAlignment = unpackAlignment;
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if (typeof premultiplyAlpha == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(premultiplyAlpha)) {
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premultiplyAlpha = false;
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}
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this.premultiplyAlpha = premultiplyAlpha;
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if (typeof encoding == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(encoding)) {
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encoding = GameLib.D3.Texture.TYPE_LINEAR_ENCODING;
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}
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this.encoding = encoding;
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@ -118,15 +118,24 @@ GameLib.D3.Light.prototype.createInstance = function(update) {
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instance.name = this.name;
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instance.position.copy(this.position.instance);
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instance.position.x = this.position.x;
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instance.position.y = this.position.y;
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instance.position.z = this.position.z;
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instance.scale.copy(this.scale.instance);
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instance.scale.x = this.scale.x;
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instance.scale.y = this.scale.y;
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instance.scale.z = this.scale.z;
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if (instance.target) {
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instance.target.position.copy(this.targetPosition.instance);
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instance.target.position.x = this.targetPosition.x;
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instance.target.position.y = this.targetPosition.y;
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instance.target.position.z = this.targetPosition.z;
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}
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instance.quaternion.copy(this.quaternion.instance);
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instance.quaternion.x = this.quaternion.x;
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instance.quaternion.y = this.quaternion.y;
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instance.quaternion.z = this.quaternion.z;
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instance.quaternion.w = this.quaternion.w;
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instance.intensity = this.intensity;
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@ -155,6 +155,12 @@ GameLib.D3.Texture.prototype.createInstance = function(update) {
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if (update) {
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instance = this.instance;
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instance.mapping = this.mapping;
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instance.wrapS = this.wrapS;
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instance.wrapT = this.wrapT;
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instance.magFilter = this.magFilter;
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instance.minFilter = this.minFilter;
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instance.anisotropy = this.anisotropy;
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} else {
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instance = new this.graphics.instance.Texture(
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this.imageInstance,
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@ -172,12 +178,14 @@ GameLib.D3.Texture.prototype.createInstance = function(update) {
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instance.name = this.name;
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instance.flipY = this.flipY;
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instance.encoding = this.encoding;
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instance.flipY = this.flipY;
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instance.offset.copy(this.offset.instance);
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instance.repeat.copy(this.repeat.instance);
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instance.offset.x = this.offset.x;
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instance.offset.y = this.offset.y;
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instance.repeat.x = this.repeat.x;
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instance.repeat.y = this.repeat.y;
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instance.mipmaps = this.mipmaps;
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instance.unpackAlignment = this.unpackAlignment;
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instance.premultiplyAlpha = this.premultiplyAlpha;
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instance.textureType = this.textureType;
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instance.needsUpdate = true;
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return instance;
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