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author | hwc487 | 2012-05-17 15:15:43 -0700 |
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committer | hwc487 | 2012-05-17 15:15:43 -0700 |
commit | dc92188fef67d7a2032173d7746fbc16a951a366 (patch) | |
tree | b542107966cd76d2c299cb39759840e395afe39e /js/lib/rdge/materials/pulse-material.js | |
parent | 0a3c703ce285941da20167a6d04b13b7eced23be (diff) | |
download | ninja-dc92188fef67d7a2032173d7746fbc16a951a366.tar.gz |
Exposing parameters for pulse and plasma materials
Diffstat (limited to 'js/lib/rdge/materials/pulse-material.js')
-rw-r--r-- | js/lib/rdge/materials/pulse-material.js | 208 |
1 files changed, 135 insertions, 73 deletions
diff --git a/js/lib/rdge/materials/pulse-material.js b/js/lib/rdge/materials/pulse-material.js index c2969501..56c10f21 100644 --- a/js/lib/rdge/materials/pulse-material.js +++ b/js/lib/rdge/materials/pulse-material.js | |||
@@ -13,28 +13,30 @@ var Texture = require("js/lib/rdge/texture").Texture; | |||
13 | /////////////////////////////////////////////////////////////////////// | 13 | /////////////////////////////////////////////////////////////////////// |
14 | var PulseMaterial = function PulseMaterial() | 14 | var PulseMaterial = function PulseMaterial() |
15 | { | 15 | { |
16 | var MaterialLibrary = require("js/models/materials-model").MaterialsModel; | 16 | var MaterialLibrary = require("js/models/materials-model").MaterialsModel; |
17 | 17 | ||
18 | // initialize the inherited members | 18 | // initialize the inherited members |
19 | this.inheritedFrom = Material; | 19 | this.inheritedFrom = Material; |
20 | this.inheritedFrom(); | 20 | this.inheritedFrom(); |
21 | 21 | ||
22 | /////////////////////////////////////////////////////////////////////// | 22 | /////////////////////////////////////////////////////////////////////// |
23 | // Instance variables | 23 | // Instance variables |
24 | /////////////////////////////////////////////////////////////////////// | 24 | /////////////////////////////////////////////////////////////////////// |
25 | this._name = "PulseMaterial"; | 25 | this._name = "PulseMaterial"; |
26 | this._shaderName = "pulse"; | 26 | this._shaderName = "pulse"; |
27 | 27 | ||
28 | this._texMap = 'assets/images/cubelight.png'; | 28 | this._texMap = 'assets/images/cubelight.png'; |
29 | //this._texMap = 'assets/images/cloud10.png'; | ||
30 | //this._texMap = 'texture'; | ||
31 | 29 | ||
32 | this._time = 0.0; | 30 | this._time = 0.0; |
33 | this._dTime = 0.01; | 31 | this._dTime = 0.01; |
34 | 32 | ||
35 | /////////////////////////////////////////////////////////////////////// | 33 | this._xScale = 0.5; |
36 | // Property Accessors | 34 | this._yScale = 0.4; |
37 | /////////////////////////////////////////////////////////////////////// | 35 | this._speed = 1.0; |
36 | |||
37 | /////////////////////////////////////////////////////////////////////// | ||
38 | // Property Accessors | ||
39 | /////////////////////////////////////////////////////////////////////// | ||
38 | this.getName = function() { return this._name; }; | 40 | this.getName = function() { return this._name; }; |
39 | this.getShaderName = function() { return this._shaderName; }; | 41 | this.getShaderName = function() { return this._shaderName; }; |
40 | 42 | ||
@@ -43,22 +45,25 @@ var PulseMaterial = function PulseMaterial() | |||
43 | 45 | ||
44 | this.isAnimated = function() { return true; }; | 46 | this.isAnimated = function() { return true; }; |
45 | 47 | ||
46 | /////////////////////////////////////////////////////////////////////// | 48 | /////////////////////////////////////////////////////////////////////// |
47 | // Material Property Accessors | 49 | // Material Property Accessors |
48 | /////////////////////////////////////////////////////////////////////// | 50 | /////////////////////////////////////////////////////////////////////// |
49 | this._propNames = ["texmap"]; | 51 | this._propNames = ["texmap", "xscale", "yscale", "speed" ]; |
50 | this._propLabels = ["Texture map"]; | 52 | this._propLabels = ["Texture map", "X Range", "Y Range", "Speed" ]; |
51 | this._propTypes = ["file"]; | 53 | this._propTypes = ["file", "float", "float", "float"]; |
52 | this._propValues = []; | 54 | this._propValues = []; |
53 | 55 | ||
54 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | 56 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); |
57 | this._propValues[ this._propNames[1] ] = this._xScale; | ||
58 | this._propValues[ this._propNames[2] ] = this._yScale; | ||
59 | this._propValues[ this._propNames[3] ] = this._speed; | ||
55 | 60 | ||
56 | this.setProperty = function( prop, value ) { | 61 | this.setProperty = function( prop, value ) { |
57 | // make sure we have legitimate imput | 62 | // make sure we have legitimate imput |
58 | var ok = this.validateProperty( prop, value ); | 63 | var ok = this.validateProperty( prop, value ); |
59 | if (!ok) { | 64 | if (!ok) { |
60 | console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); | 65 | console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); |
61 | } | 66 | } |
62 | 67 | ||
63 | switch (prop) | 68 | switch (prop) |
64 | { | 69 | { |
@@ -66,34 +71,52 @@ var PulseMaterial = function PulseMaterial() | |||
66 | this.setTextureMap(value); | 71 | this.setTextureMap(value); |
67 | break; | 72 | break; |
68 | 73 | ||
74 | case "speed": | ||
75 | this._speed = value; | ||
76 | this._propValues[ this._propNames[3] ] = this._speed; | ||
77 | this.updateParameters(); | ||
78 | break; | ||
79 | |||
80 | case "xscale": | ||
81 | this._xScale = value; | ||
82 | this._propValues[ this._propNames[1] ] = this._xScale; | ||
83 | this.updateParameters(); | ||
84 | break; | ||
85 | |||
86 | case "yscale": | ||
87 | this._yScale = value; | ||
88 | this._propValues[ this._propNames[2] ] = this._yScale; | ||
89 | this.updateParameters(); | ||
90 | break; | ||
91 | |||
69 | case "color": | 92 | case "color": |
70 | break; | 93 | break; |
71 | } | 94 | } |
72 | }; | 95 | }; |
73 | /////////////////////////////////////////////////////////////////////// | 96 | /////////////////////////////////////////////////////////////////////// |
74 | 97 | ||
75 | 98 | ||
76 | /////////////////////////////////////////////////////////////////////// | 99 | /////////////////////////////////////////////////////////////////////// |
77 | // Methods | 100 | // Methods |
78 | /////////////////////////////////////////////////////////////////////// | 101 | /////////////////////////////////////////////////////////////////////// |
79 | // duplicate method required | 102 | // duplicate method required |
80 | this.dup = function( world ) { | 103 | this.dup = function( world ) { |
81 | // save the world | 104 | // save the world |
82 | if (world) this.setWorld( world ); | 105 | if (world) this.setWorld( world ); |
83 | 106 | ||
84 | // get the current values; | 107 | // get the current values; |
85 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | 108 | var propNames = [], propValues = [], propTypes = [], propLabels = []; |
86 | this.getAllProperties(propNames, propValues, propTypes, propLabels); | 109 | this.getAllProperties(propNames, propValues, propTypes, propLabels); |
87 | 110 | ||
88 | // allocate a new material | 111 | // allocate a new material |
89 | var newMat = new PulseMaterial(); | 112 | var newMat = new PulseMaterial(); |
90 | 113 | ||
91 | // copy over the current values; | 114 | // copy over the current values; |
92 | var n = propNames.length; | 115 | var n = propNames.length; |
93 | for (var i = 0; i < n; i++) | 116 | for (var i = 0; i < n; i++) |
94 | newMat.setProperty(propNames[i], propValues[i]); | 117 | newMat.setProperty(propNames[i], propValues[i]); |
95 | 118 | ||
96 | return newMat; | 119 | return newMat; |
97 | }; | 120 | }; |
98 | 121 | ||
99 | this.init = function( world ) { | 122 | this.init = function( world ) { |
@@ -116,11 +139,12 @@ var PulseMaterial = function PulseMaterial() | |||
116 | this._time = 0; | 139 | this._time = 0; |
117 | if (this._shader && this._shader['default']) { | 140 | if (this._shader && this._shader['default']) { |
118 | this._shader['default'].u_time.set( [this._time] ); | 141 | this._shader['default'].u_time.set( [this._time] ); |
119 | } | 142 | } |
143 | this.updateParameters(); | ||
120 | 144 | ||
121 | // set up the texture | 145 | // set up the texture |
122 | var texMapName = this._propValues[this._propNames[0]]; | 146 | var texMapName = this._propValues[this._propNames[0]]; |
123 | this._glTex = new Texture( world, texMapName ); | 147 | this._glTex = new Texture( world, texMapName ); |
124 | 148 | ||
125 | // set the shader values in the shader | 149 | // set the shader values in the shader |
126 | this.updateTexture(); | 150 | this.updateTexture(); |
@@ -128,24 +152,51 @@ var PulseMaterial = function PulseMaterial() | |||
128 | this.update( 0 ); | 152 | this.update( 0 ); |
129 | }; | 153 | }; |
130 | 154 | ||
155 | this.updateParameters = function() | ||
156 | { | ||
157 | this._propValues[ this._propNames[1] ] = this._xScale; | ||
158 | this._propValues[ this._propNames[2] ] = this._yScale; | ||
159 | this._propValues[ this._propNames[3] ] = this._speed; | ||
160 | |||
161 | var material = this._materialNode; | ||
162 | if (material) | ||
163 | { | ||
164 | var technique = material.shaderProgram['default']; | ||
165 | var renderer = RDGE.globals.engine.getContext().renderer; | ||
166 | if (renderer && technique) | ||
167 | { | ||
168 | |||
169 | if (this._shader && this._shader['default']) { | ||
170 | this._shader['default'].u_speed.set( [this._speed] ); | ||
171 | this._shader['default'].u_xscale.set( [this._xScale] ); | ||
172 | this._shader['default'].u_yscale.set( [this._yScale] ); | ||
173 | } | ||
174 | } | ||
175 | } | ||
176 | } | ||
177 | |||
131 | this.updateTexture = function() { | 178 | this.updateTexture = function() { |
179 | |||
180 | var texMapName = this._propValues[this._propNames[0]]; | ||
181 | this._glTex = new Texture( this.getWorld(), texMapName ); | ||
182 | |||
132 | var material = this._materialNode; | 183 | var material = this._materialNode; |
133 | if (material) { | 184 | if (material) { |
134 | var technique = material.shaderProgram['default']; | 185 | var technique = material.shaderProgram['default']; |
135 |