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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/relief-tunnel-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/relief-tunnel-material.js')
-rw-r--r--js/lib/rdge/materials/relief-tunnel-material.js132
1 files changed, 66 insertions, 66 deletions
diff --git a/js/lib/rdge/materials/relief-tunnel-material.js b/js/lib/rdge/materials/relief-tunnel-material.js
index 24fc885f..cb433562 100644
--- a/js/lib/rdge/materials/relief-tunnel-material.js
+++ b/js/lib/rdge/materials/relief-tunnel-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
7 7
8var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; 8var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
@@ -13,104 +13,104 @@ var ReliefTunnelMaterial = function ReliefTunnelMaterial()
13 /////////////////////////////////////////////////////////////////////// 13 ///////////////////////////////////////////////////////////////////////
14 // Instance variables 14 // Instance variables
15 /////////////////////////////////////////////////////////////////////// 15 ///////////////////////////////////////////////////////////////////////
16 this._name = "ReliefTunnelMaterial"; 16 this._name = "ReliefTunnelMaterial";
17 this._shaderName = "reliefTunnel"; 17 this._shaderName = "reliefTunnel";
18 18
19 this._texMap = 'assets/images/rocky-normal.jpg'; 19 this._texMap = 'assets/images/rocky-normal.jpg';
20 20
21 this._time = 0.0; 21 this._time = 0.0;
22 this._dTime = 0.01; 22 this._dTime = 0.01;
23 23
24 /////////////////////////////////////////////////////////////////////// 24 ///////////////////////////////////////////////////////////////////////
25 // Properties 25 // Properties
26 /////////////////////////////////////////////////////////////////////// 26 ///////////////////////////////////////////////////////////////////////
27 // all defined in parent PulseMaterial.js 27 // all defined in parent PulseMaterial.js
28 // load the local default value 28 // load the local default value
29 this._propValues[ this._propNames[0] ] = this._texMap.slice(0); 29 this._propValues[this._propNames[0]] = this._texMap.slice(0);
30 /////////////////////////////////////////////////////////////////////// 30 ///////////////////////////////////////////////////////////////////////
31 // Methods 31 // Methods
32 /////////////////////////////////////////////////////////////////////// 32 ///////////////////////////////////////////////////////////////////////
33 // duplcate method requirde 33 // duplcate method requirde
34 this.dup = function( world ) { 34 this.dup = function (world) {
35 // allocate a new uber material 35 // allocate a new uber material
36 var newMat = new ReliefTunnelMaterial(); 36 var newMat = new ReliefTunnelMaterial();
37 37
38 // copy over the current values; 38 // copy over the current values;
39 var propNames = [], propValues = [], propTypes = [], propLabels = []; 39 var propNames = [], propValues = [], propTypes = [], propLabels = [];
40 this.getAllProperties( propNames, propValues, propTypes, propLabels); 40 this.getAllProperties(propNames, propValues, propTypes, propLabels);
41 var n = propNames.length; 41 var n = propNames.length;
42 for (var i=0; i<n; i++) { 42 for (var i = 0; i < n; i++) {
43 newMat.setProperty( propNames[i], propValues[i] ); 43 newMat.setProperty(propNames[i], propValues[i]);
44 } 44 }
45 45
46 return newMat; 46 return newMat;
47 }; 47 };
48 48
49 this.init = function( world ) { 49 this.init = function (world) {
50 // save the world 50 // save the world
51 if (world) this.setWorld( world ); 51 if (world) this.setWorld(world);
52 52
53 // set up the shader 53 // set up the shader
54 this._shader = new jshader(); 54 this._shader = new RDGE.jshader();
55 this._shader.def = reliefTunnelMaterialDef; 55 this._shader.def = reliefTunnelMaterialDef;
56 this._shader.init(); 56 this._shader.init();
57 57
58 // set up the material node 58 // set up the material node
59 this._materialNode = createMaterialNode("reliefTunnelMaterial" + "_" + world.generateUniqueNodeID()); 59 this._materialNode = RDGE.createMaterialNode("reliefTunnelMaterial" + "_" + world.generateUniqueNodeID());
60 this._materialNode.setShader(this._shader); 60 this._materialNode.setShader(this._shader);
61 61
62 this._time = 0; 62 this._time = 0;
63 if (this._shader && this._shader['default']) { 63 if (this._shader && this._shader['default']) {
64 this._shader['default'].u_time.set( [this._time] ); 64 this._shader['default'].u_time.set([this._time]);
65 } 65 }
66 66
67 var texMapName = this._propValues[this._propNames[0]]; 67 var texMapName = this._propValues[this._propNames[0]];
68 this._glTex = new Texture( world, texMapName ); 68 this._glTex = new Texture( world, texMapName );
69 69
70 // set the shader values in the shader 70 // set the shader values in the shader
71 this.updateTexture(); 71 this.updateTexture();
72 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); 72 this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
73 this.update( 0 ); 73 this.update(0);
74 } 74 };
75}; 75};
76 76
77/////////////////////////////////////////////////////////////////////////////////////// 77///////////////////////////////////////////////////////////////////////////////////////
78// RDGE shader 78// RDGE shader
79 79
80// shader spec (can also be loaded from a .JSON file, or constructed at runtime) 80// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
81var reliefTunnelMaterialDef = 81var reliefTunnelMaterialDef =
82{'shaders': 82{ 'shaders':
83 { 83 {
84 'defaultVShader':"assets/shaders/Basic.vert.glsl", 84 'defaultVShader': "assets/shaders/Basic.vert.glsl",
85 'defaultFShader':"assets/shaders/ReliefTunnel.frag.glsl" 85 'defaultFShader': "assets/shaders/ReliefTunnel.frag.glsl"
86 }, 86 },
87 'techniques': 87 'techniques':
88 { 88 {
89 'default': 89 'default':
90 [ 90 [
91 { 91 {
92 'vshader' : 'defaultVShader', 92 'vshader': 'defaultVShader',
93 'fshader' : 'defaultFShader', 93 'fshader': 'defaultFShader',
94 // attributes 94 // attributes
95 'attributes' : 95 'attributes':
96 { 96 {
97 'vert' : { 'type' : 'vec3' }, 97 'vert': { 'type': 'vec3' },
98 'normal' : { 'type' : 'vec3' }, 98 'normal': { 'type': 'vec3' },
99 'texcoord' : { 'type' : 'vec2' } 99 'texcoord': { 'type': 'vec2' }
100 }, 100 },
101 // parameters 101 // parameters
102 'params' : 102 'params':
103 { 103 {
104 'u_tex0': { 'type' : 'tex2d' }, 104 'u_tex0': { 'type': 'tex2d' },
105 'u_time' : { 'type' : 'float' }, 105 'u_time': { 'type': 'float' },
106 'u_resolution' : { 'type' : 'vec2' } 106 'u_resolution': { 'type': 'vec2' }
107 }, 107 },
108 108
109 // render states 109 // render states
110 'states' : 110 'states':
111 { 111 {
112 'depthEnable' : true, 112 'depthEnable': true,
113 'offset':[1.0, 0.1] 113 'offset': [1.0, 0.1]
114 } 114 }
115 } 115 }
116 ] 116 ]