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authorJose Antonio Marquez2012-03-06 11:18:30 -0800
committerJose Antonio Marquez2012-03-06 11:18:30 -0800
commit3c4967fa93b3abc529fc404115707307ba72d5cd (patch)
treef3737db979727ee050f8b9c85ef994b0e6ddae27 /js/lib/rdge/materials/radial-blur-material.js
parentbee2df0d4da72677aaa2adae669ffdd4ac210dd6 (diff)
parent84332ab81c1b445195f1d9be8bbeae0725c8e758 (diff)
downloadninja-3c4967fa93b3abc529fc404115707307ba72d5cd.tar.gz
Merge branch 'refs/heads/Ninja-Internal' into FileIO
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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
7var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
8var Material = require("js/lib/rdge/materials/material").Material;
9
10var RadialBlurMaterial = function RadialBlurMaterial() {
11 ///////////////////////////////////////////////////////////////////////
12 // Instance variables
13 ///////////////////////////////////////////////////////////////////////
14 this._name = "RadialBlurMaterial";
15 this._shaderName = "radialBlur";
16
17 this._texMap = 'assets/images/cubelight.png';
18 this._color = [1,0,0,1];
19
20 this._time = 0.0;
21 this._dTime = 0.01;
22
23 ///////////////////////////////////////////////////////////////////////
24 // Property Accessors
25 ///////////////////////////////////////////////////////////////////////
26 this.getName = function() { return this._name; };
27 this.getShaderName = function() { return this._shaderName; };
28
29 this.getTextureMap = function() { return this._texMap.slice(0); };
30 this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m.slice(0); this.updateTexture(); };
31
32 this.isAnimated = function() { return true; };
33
34 ///////////////////////////////////////////////////////////////////////
35 // Material Property Accessors
36 ///////////////////////////////////////////////////////////////////////
37 this._propNames = ["texmap", "color"];
38 this._propLabels = ["Texture map", "Color"];
39 this._propTypes = ["file", "color"];
40 this._propValues = [];
41
42 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
43 this._propValues[ this._propNames[1] ] = this._color.slice(0);
44
45 this.setProperty = function( prop, value ) {
46 // make sure we have legitimate imput
47 var ok = this.validateProperty( prop, value );
48 if (!ok) {
49 console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value );
50 }
51
52 switch (prop)
53 {
54 case "texmap":
55 this.setTextureMap(value);
56 break;
57
58 case "color":
59 this._propValues[prop] = value.slice(0);
60 if (this._shader && this._shader['default']) {
61 this._shader['default'][prop].set(value);
62 }
63 break;
64 }
65 };
66 ///////////////////////////////////////////////////////////////////////
67
68
69 ///////////////////////////////////////////////////////////////////////
70 // Methods
71 ///////////////////////////////////////////////////////////////////////
72 // duplcate method requirde
73 this.dup = function( ) {
74 // allocate a new uber material
75 var newMat = new RadialBlurMaterial();
76
77 // copy over the current values;
78 var propNames = [], propValues = [], propTypes = [], propLabels = [];
79 this.getAllProperties( propNames, propValues, propTypes, propLabels);
80 var n = propNames.length;
81 for (var i=0; i<n; i++)
82 newMat.setProperty( propNames[i], propValues[i] );
83
84 return newMat;
85 };
86
87 this.init = function( world ) {
88 // save the world
89 if (world) this.setWorld( world );
90
91 // set up the shader
92 this._shader = new jshader();
93 this._shader.def = radialBlurMaterialDef;
94 this._shader.init();
95
96 // set up the material node
97 this._materialNode = createMaterialNode("radialBlurMaterial");
98 this._materialNode.setShader(this._shader);
99
100 this._time = 0;
101 if (this._shader && this._shader['default'])
102 this._shader['default'].u_time.set( [this._time] );
103 this.setProperty( "color", [this._time, 0, 0, 1] );
104
105 // set the shader values in the shader
106 this.updateTexture();
107 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
108 this.update( 0 );
109 };
110
111 this.updateTexture = function() {
112 var material = this._materialNode;
113 if (material) {
114 var technique = material.shaderProgram['default'];
115 var renderer = g_Engine.getContext().renderer;
116 if (renderer && technique) {
117 var texMapName = this._propValues[this._propNames[0]];
118 var tex = renderer.getTextureByName(texMapName, 'REPEAT');
119// if (tex)
120// {
121// var res = [tex.image.naturalWidth, tex.image.naturalHeight];
122// this.setResoloution( res );
123// }
124 technique.u_tex0.set( tex );
125 }
126 }
127 };
128
129 this.update = function( ) {
130 var material = this._materialNode;
131 if (material) {
132 var technique = material.shaderProgram['default'];
133 var renderer = g_Engine.getContext().renderer;
134 if (renderer && technique) {
135 if (this._shader && this._shader['default']) {
136 this._shader['default'].u_time.set( [this._time] );
137 }
138
139 var color = this.getProperty( "color" );
140 color[0] = this._time;
141 this.setProperty( "color", color );
142 //console.log( "update color to: " + color );
143 this._time += this._dTime;
144 }
145 }
146 };
147
148 this.setResolution = function( res ) {
149 var material = this._materialNode;
150 if (material)
151 {
152 var technique = material.shaderProgram['default'];
153 var renderer = g_Engine.getContext().renderer;
154 if (renderer && technique) {
155 technique.u_resolution.set( res );
156 }
157 }
158 };
159
160 this.export = function() {
161 // every material needs the base type and instance name
162 var exportStr = "material: " + this.getShaderName() + "\n";
163 exportStr += "name: " + this.getName() + "\n";
164
165 // every material needs to terminate like this
166 exportStr += "endMaterial\n";
167
168 return exportStr;
169 };
170
171 this.import = function( importStr ) {
172 var pu = new MaterialParser( importStr );
173 var material = pu.nextValue( "material: " );
174 if (material != this.getShaderName()) throw new Error( "ill-formed material" );
175 this.setName( pu.nextValue( "name: ") );
176
177 var rtnStr;
178 try
179 {
180 var endKey = "endMaterial\n";
181 var index = importStr.indexOf( endKey );
182 index += endKey.length;
183 rtnStr = importStr.substr( index );
184 }
185 catch (e)
186 {
187 throw new Error( "could not import material: " + importStr );
188 }
189
190 return rtnStr;
191 }
192};
193
194///////////////////////////////////////////////////////////////////////////////////////
195// RDGE shader
196
197// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
198var radialBlurMaterialDef =
199{'shaders':
200 {
201 'defaultVShader':"assets/shaders/Basic.vert.glsl",
202 'defaultFShader':"assets/shaders/radialBlur.frag.glsl"
203 },
204 'techniques':
205 {
206 'default':
207 [
208 {
209 'vshader' : 'defaultVShader',
210 'fshader' : 'defaultFShader',
211 // attributes