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authorhwc4872012-04-19 13:01:43 -0700
committerhwc4872012-04-19 13:01:43 -0700
commite6a20fe64574763483dc602bd759278ccf5e5e68 (patch)
tree69defe7200206f0257fe90697136fadef59d521e /js/lib/rdge/materials/radial-blur-material.js
parentae7eb87564632ce7c676bd728b8ff2710ff0bb83 (diff)
parent9284c19f076dec3b47ece7dc7bcd22d74e4246c3 (diff)
downloadninja-e6a20fe64574763483dc602bd759278ccf5e5e68.tar.gz
Merge branch 'master' of github.com:Motorola-Mobility/ninja-internal into Textures
Conflicts: js/lib/drawing/world.js js/lib/geom/geom-obj.js js/lib/rdge/materials/cloud-material.js js/lib/rdge/materials/deform-material.js js/lib/rdge/materials/flat-material.js js/lib/rdge/materials/material.js js/lib/rdge/materials/pulse-material.js js/lib/rdge/materials/relief-tunnel-material.js js/lib/rdge/materials/square-tunnel-material.js js/lib/rdge/materials/star-material.js js/lib/rdge/materials/taper-material.js js/lib/rdge/materials/tunnel-material.js js/lib/rdge/materials/twist-material.js js/lib/rdge/materials/twist-vert-material.js js/lib/rdge/materials/uber-material.js js/lib/rdge/materials/water-material.js js/lib/rdge/materials/z-invert-material.js
Diffstat (limited to 'js/lib/rdge/materials/radial-blur-material.js')
-rw-r--r--js/lib/rdge/materials/radial-blur-material.js420
1 files changed, 194 insertions, 226 deletions
diff --git a/js/lib/rdge/materials/radial-blur-material.js b/js/lib/rdge/materials/radial-blur-material.js
index f4a4baa2..6e1c024b 100644
--- a/js/lib/rdge/materials/radial-blur-material.js
+++ b/js/lib/rdge/materials/radial-blur-material.js
@@ -1,8 +1,8 @@
1/* <copyright> 1/* <copyright>
2 This file contains proprietary software owned by Motorola Mobility, Inc.<br/> 2This 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/> 3No 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. 4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5 </copyright> */ 5</copyright> */
6 6
7var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; 7var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
8var Material = require("js/lib/rdge/materials/material").Material; 8var Material = require("js/lib/rdge/materials/material").Material;
@@ -11,263 +11,217 @@ var RadialBlurMaterial = function RadialBlurMaterial() {
11 /////////////////////////////////////////////////////////////////////// 11 ///////////////////////////////////////////////////////////////////////
12 // Instance variables 12 // Instance variables
13 /////////////////////////////////////////////////////////////////////// 13 ///////////////////////////////////////////////////////////////////////
14 this._name = "RadialBlurMaterial"; 14 this._name = "RadialBlurMaterial";
15 this._shaderName = "radialBlur"; 15 this._shaderName = "radialBlur";
16 16
17 this._texMap = 'assets/images/cubelight.png'; 17 this._texMap = 'assets/images/cubelight.png';
18 this._color = [1,0,0,1]; 18 this._color = [1, 0, 0, 1];
19 19
20 this._time = 0.0; 20 this._time = 0.0;
21 this._dTime = 0.01; 21 this._dTime = 0.01;
22 22
23 /////////////////////////////////////////////////////////////////////// 23 ///////////////////////////////////////////////////////////////////////
24 // Property Accessors 24 // Property Accessors
25 /////////////////////////////////////////////////////////////////////// 25 ///////////////////////////////////////////////////////////////////////
26 this.getName = function() { return this._name; }; 26 this.getName = function () { return this._name; };
27 this.getShaderName = function() { return this._shaderName; }; 27 this.getShaderName = function () { return this._shaderName; };
28 28
29 this.getTextureMap = function() { return this._texMap.slice(0); }; 29 this.getTextureMap = function () { return this._texMap.slice(0); };
30 this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m.slice(0); this.updateTexture(); }; 30 this.setTextureMap = function (m) { this._propValues[this._propNames[0]] = m.slice(0); this.updateTexture(); };
31 31
32 this.isAnimated = function() { return true; }; 32 this.isAnimated = function () { return true; };
33 33
34 /////////////////////////////////////////////////////////////////////// 34 ///////////////////////////////////////////////////////////////////////
35 // Material Property Accessors 35 // Material Property Accessors
36 /////////////////////////////////////////////////////////////////////// 36 ///////////////////////////////////////////////////////////////////////
37 this._propNames = ["texmap", "color"]; 37 this._propNames = ["texmap", "color"];
38 this._propLabels = ["Texture map", "Color"]; 38 this._propLabels = ["Texture map", "Color"];
39 this._propTypes = ["file", "color"]; 39 this._propTypes = ["file", "color"];
40 this._propValues = []; 40 this._propValues = [];
41 41
42 this._propValues[ this._propNames[0] ] = this._texMap.slice(0); 42 this._propValues[this._propNames[0]] = this._texMap.slice(0);
43 this._propValues[ this._propNames[1] ] = this._color.slice(0); 43 this._propValues[this._propNames[1]] = this._color.slice(0);
44 44
45 this.setProperty = function( prop, value ) { 45 this.setProperty = function (prop, value) {
46 // make sure we have legitimate imput 46 // make sure we have legitimate imput
47 var ok = this.validateProperty( prop, value ); 47 var ok = this.validateProperty(prop, value);
48 if (!ok) { 48 if (!ok) {
49 console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); 49 console.log("invalid property in Radial Gradient Material:" + prop + " : " + value);
50 } 50 }
51 51
52 switch (prop) 52 switch (prop) {
53 { 53 case "texmap":
54 case "texmap": 54 this.setTextureMap(value);
55 this.setTextureMap(value); 55 break;
56 break; 56
57 57 case "color":
58 case "color": 58 this._propValues[prop] = value.slice(0);
59 this._propValues[prop] = value.slice(0); 59 if (this._shader && this._shader['default']) {
60 if (this._shader && this._shader['default']) { 60 this._shader['default'][prop].set(value);
61 this._shader['default'][prop].set(value);
62 } 61 }
63 break; 62 break;
64 } 63 }
65 }; 64 };
66 /////////////////////////////////////////////////////////////////////// 65 ///////////////////////////////////////////////////////////////////////
67 66
68 67
69 /////////////////////////////////////////////////////////////////////// 68 ///////////////////////////////////////////////////////////////////////
70 // Methods 69 // Methods
71 /////////////////////////////////////////////////////////////////////// 70 ///////////////////////////////////////////////////////////////////////
72 // duplcate method requirde 71 // duplicate method required
73 this.dup = function( ) { 72 this.dup = function () {
74 // allocate a new uber material 73 // allocate a new uber material
75 var newMat = new RadialBlurMaterial(); 74 var newMat = new RadialBlurMaterial();
76 75
77 // copy over the current values; 76 // copy over the current values;
78 var propNames = [], propValues = [], propTypes = [], propLabels = []; 77 var propNames = [], propValues = [], propTypes = [], propLabels = [];
79 this.getAllProperties( propNames, propValues, propTypes, propLabels); 78 this.getAllProperties(propNames, propValues, propTypes, propLabels);
80 var n = propNames.length; 79 var n = propNames.length;
81 for (var i=0; i<n; i++) 80 for (var i = 0; i < n; i++)
82 newMat.setProperty( propNames[i], propValues[i] ); 81 newMat.setProperty(propNames[i], propValues[i]);
83 82
84 return newMat; 83 return newMat;
85 }; 84 };
86 85
87 this.init = function( world ) { 86 this.init = function (world) {
88 // save the world 87 // save the world
89 if (world) this.setWorld( world ); 88 if (world) this.setWorld(world);
90 89
91 // set up the shader 90 // set up the shader
92 this._shader = new jshader(); 91 this._shader = new RDGE.jshader();
93 this._shader.def = radialBlurMaterialDef; 92 this._shader.def = radialBlurMaterialDef;
94 this._shader.init(); 93 this._shader.init();
95 94
96 // set up the material node 95 // set up the material node
97 this._materialNode = createMaterialNode("radialBlurMaterial" + "_" + world.generateUniqueNodeID()); 96 this._materialNode = RDGE.createMaterialNode("radialBlurMaterial" + "_" + world.generateUniqueNodeID());
98 this._materialNode.setShader(this._shader); 97 this._materialNode.setShader(this._shader);
99 98
100 this._time = 0; 99 this._time = 0;
101 if (this._shader && this._shader['default']) 100 if (this._shader && this._shader['default'])
102 this._shader['default'].u_time.set( [this._time] ); 101 this._shader['default'].u_time.set([this._time]);
103 this.setProperty( "color", [this._time, 0, 0, 1] ); 102 this.setProperty("color", [this._time, 0, 0, 1]);
104 103
105 // set the shader values in the shader 104 // set the shader values in the shader
106 this.updateTexture(); 105 this.updateTexture();
107 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); 106 this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
108 this.update( 0 ); 107 this.update(0);
109 }; 108 };
110 109
111 this.updateTexture = function() { 110 this.updateTexture = function () {
112 var material = this._materialNode; 111 var material = this._materialNode;
113 if (material) { 112 if (material) {
114 var technique = material.shaderProgram['default']; 113 var technique = material.shaderProgram['default'];
115 var renderer = g_Engine.getContext().renderer; 114 var renderer = RDGE.globals.engine.getContext().renderer;
116 if (renderer && technique) { 115 if (renderer && technique) {
117 var texMapName = this._propValues[this._propNames[0]]; 116 var texMapName = this._propValues[this._propNames[0]];
118 var tex = renderer.getTextureByName(texMapName, 'REPEAT'); 117 var tex = renderer.getTextureByName(texMapName, 'REPEAT');
119// if (tex) 118 // if (tex)
120// { 119 // {
121// var res = [tex.image.naturalWidth, tex.image.naturalHeight]; 120 // var res = [tex.image.naturalWidth, tex.image.naturalHeight];
122// this.setResoloution( res ); 121 // this.setResoloution( res );