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author | Valerio Virgillito | 2012-02-13 21:43:51 -0800 |
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committer | Valerio Virgillito | 2012-02-13 21:43:51 -0800 |
commit | 081f17954c735fc8b946d72a25b0ee60d370ef9b (patch) | |
tree | de7b50f2d02365df897ef4356f953d3833c9cabd /js/helper-classes/RDGE/Materials/PulseMaterial.js | |
parent | 47df0aff81c25334b129047bb227ea5015357eda (diff) | |
parent | 1d82f1a041612f32bbf6c9f20d9fb14e2d11fcc7 (diff) | |
download | ninja-081f17954c735fc8b946d72a25b0ee60d370ef9b.tar.gz |
Merge branch 'refs/heads/master' into components
Conflicts:
js/components/treeview/ninja-leaf.reel/ninja-leaf.js
Signed-off-by: Valerio Virgillito <valerio@motorola.com>
Diffstat (limited to 'js/helper-classes/RDGE/Materials/PulseMaterial.js')
-rw-r--r-- | js/helper-classes/RDGE/Materials/PulseMaterial.js | 237 |
1 files changed, 0 insertions, 237 deletions
diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js deleted file mode 100644 index 3d6107fb..00000000 --- a/js/helper-classes/RDGE/Materials/PulseMaterial.js +++ /dev/null | |||
@@ -1,237 +0,0 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | |||
9 | /////////////////////////////////////////////////////////////////////// | ||
10 | // Class GLMaterial | ||
11 | // RDGE representation of a material. | ||
12 | /////////////////////////////////////////////////////////////////////// | ||
13 | function PulseMaterial() | ||
14 | { | ||
15 | // initialize the inherited members | ||
16 | this.inheritedFrom = GLMaterial; | ||
17 | this.inheritedFrom(); | ||
18 | |||
19 | /////////////////////////////////////////////////////////////////////// | ||
20 | // Instance variables | ||
21 | /////////////////////////////////////////////////////////////////////// | ||
22 | this._name = "PulseMaterial"; | ||
23 | this._shaderName = "pulse"; | ||
24 | |||
25 | this._texMap = 'assets/images/cubelight.png'; | ||
26 | |||
27 | this._time = 0.0; | ||
28 | this._dTime = 0.01; | ||
29 | |||
30 | /////////////////////////////////////////////////////////////////////// | ||
31 | // Property Accessors | ||
32 | /////////////////////////////////////////////////////////////////////// | ||
33 | this.getName = function() { return this._name; } | ||
34 | this.getShaderName = function() { return this._shaderName; } | ||
35 | |||
36 | this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null } | ||
37 | this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); } | ||
38 | |||
39 | this.isAnimated = function() { return true; } | ||
40 | |||
41 | /////////////////////////////////////////////////////////////////////// | ||
42 | // Material Property Accessors | ||
43 | /////////////////////////////////////////////////////////////////////// | ||
44 | this._propNames = ["texmap"]; | ||
45 | this._propLabels = ["Texture map"]; | ||
46 | this._propTypes = ["file"]; | ||
47 | this._propValues = []; | ||
48 | |||
49 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | ||
50 | |||
51 | this.setProperty = function( prop, value ) | ||
52 | { | ||
53 | // make sure we have legitimate imput | ||
54 | var ok = this.validateProperty( prop, value ); | ||
55 | if (!ok) | ||
56 | console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); | ||
57 | |||
58 | switch (prop) | ||
59 | { | ||
60 | case "texmap": | ||
61 | this.setTextureMap(value); | ||
62 | break; | ||
63 | |||
64 | case "color": | ||
65 | break; | ||
66 | } | ||
67 | } | ||
68 | /////////////////////////////////////////////////////////////////////// | ||
69 | |||
70 | |||
71 | /////////////////////////////////////////////////////////////////////// | ||
72 | // Methods | ||
73 | /////////////////////////////////////////////////////////////////////// | ||
74 | // duplcate method requirde | ||
75 | this.dup = function( world ) | ||
76 | { | ||
77 | // save the world | ||
78 | if (world) this.setWorld( world ); | ||
79 | |||
80 | // allocate a new uber material | ||
81 | var newMat = new PulseMaterial(); | ||
82 | |||
83 | // copy over the current values; | ||
84 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | ||
85 | this.getAllProperties( propNames, propValues, propTypes, propLabels); | ||
86 | var n = propNames.length; | ||
87 | for (var i=0; i<n; i++) | ||
88 | newMat.setProperty( propNames[i], propValues[i] ); | ||
89 | |||
90 | return newMat; | ||
91 | } | ||
92 | |||
93 | this.init = function( world ) | ||
94 | { | ||
95 | // save the world | ||
96 | if (world) this.setWorld( world ); | ||
97 | |||
98 | // set up the shader | ||
99 | this._shader = new jshader(); | ||
100 | this._shader.def = pulseMaterialDef; | ||
101 | this._shader.init(); | ||
102 | |||
103 | // set up the material node | ||
104 | this._materialNode = createMaterialNode("pulseMaterial"); | ||
105 | this._materialNode.setShader(this._shader); | ||
106 | |||
107 | this._time = 0; | ||
108 | if (this._shader && this._shader.default) | ||
109 | this._shader.default.u_time.set( [this._time] ); | ||
110 | |||
111 | // set the shader values in the shader | ||
112 | this.updateTexture(); | ||
113 | this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); | ||
114 | this.update( 0 ); | ||
115 | } | ||
116 | |||
117 | this.updateTexture = function() | ||
118 | { | ||
119 | var material = this._materialNode; | ||
120 | if (material) | ||
121 | { | ||
122 | var technique = material.shaderProgram.default; | ||
123 | var renderer = g_Engine.getContext().renderer; | ||
124 | if (renderer && technique) | ||
125 | { | ||
126 | var texMapName = this._propValues[this._propNames[0]]; | ||
127 | var wrap = 'REPEAT', mips = true; | ||
128 | //var tex = renderer.getTextureByName(texMapName, wrap, mips ); | ||
129 | //this.registerTexture( tex ); | ||
130 | var tex = this.loadTexture( texMapName, wrap, mips ); | ||
131 | if (tex) | ||
132 | technique.u_tex0.set( tex ); | ||
133 | } | ||
134 | } | ||
135 | } | ||
136 | |||
137 | this.update = function( time ) | ||
138 | { | ||
139 | var material = this._materialNode; | ||
140 | if (material) | ||
141 | { | ||
142 | var technique = material.shaderProgram.default; | ||
143 | var renderer = g_Engine.getContext().renderer; | ||
144 | if (renderer && technique) | ||
145 | { | ||
146 | if (this._shader && this._shader.default) | ||
147 | this._shader.default.u_time.set( [this._time] ); | ||
148 | this._time += this._dTime; | ||
149 | } | ||
150 | } | ||
151 | } | ||
152 | |||
153 | this.setResolution = function( res ) | ||
154 | { | ||
155 | var material = this._materialNode; | ||
156 | if (material) | ||
157 | { | ||
158 | var technique = material.shaderProgram.default; | ||
159 | var renderer = g_Engine.getContext().renderer; | ||
160 | if (renderer && technique) | ||
161 | { | ||
162 | technique.u_resolution.set( res ); | ||
163 | } | ||
164 | } | ||
165 | } | ||
166 | |||
167 | this.export = function() | ||
168 | { | ||
169 | // every material needs the base type and instance name | ||
170 | var exportStr = "material: " + this.getShaderName() + "\n"; | ||
171 | exportStr += "name: " + this.getName() + "\n"; | ||
172 | |||
173 | // every material needs to terminate like this | ||
174 | exportStr += "endMaterial\n"; | ||
175 | |||
176 | return exportStr; | ||
177 | } | ||
178 | |||
179 | this.import = function( importStr ) | ||
180 | { | ||
181 | var pu = new ParseUtils( importStr ); | ||
182 | var material = pu.nextValue( "material: " ); | ||
183 | if (material != this.getShaderName()) throw new Error( "ill-formed material" ); | ||
184 | this.setName( pu.nextValue( "name: ") ); | ||
185 | |||
186 | var rtnStr; | ||
187 | |||
188 | return rtnStr; | ||
189 | } | ||
190 | } | ||
191 | |||
192 | /////////////////////////////////////////////////////////////////////////////////////// | ||
193 | // RDGE shader | ||
194 | |||
195 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | ||
196 | var pulseMaterialDef = | ||
197 | {'shaders': | ||
198 | { | ||
199 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", | ||
200 | 'defaultFShader':"assets/shaders/Pulse.frag.glsl" | ||
201 | }, | ||
202 | 'techniques': | ||
203 | { | ||
204 | 'default': | ||
205 | [ | ||
206 | { | ||
207 | 'vshader' : 'defaultVShader', | ||
208 | 'fshader' : 'defaultFShader', | ||
209 | // attributes | ||