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authorAnanya Sen2012-07-09 16:52:49 -0700
committerAnanya Sen2012-07-09 16:52:49 -0700
commit2eb84584f44b8c774479d1af2ee1d810597474cf (patch)
tree64cb3e09a8daeb340261dd7f3869c73f7b90b643 /js/lib/rdge/materials/water-material.js
parentbf9dba001ec84243e2f12cd13b0c0ae020fba4a2 (diff)
parentcee0deca695359ab468bd06d0e05ed3b2010b338 (diff)
downloadninja-2eb84584f44b8c774479d1af2ee1d810597474cf.tar.gz
Merge branch 'refs/heads/ninja-internal-master' into codemirror-custom-theme-removal
Conflicts: js/code-editor/codemirror-ninja/theme/lesser-dark-ninja.css js/code-editor/codemirror-ninja/theme/xq-dark-ninja.css Signed-off-by: Ananya Sen <Ananya.Sen@motorola.com>
Diffstat (limited to 'js/lib/rdge/materials/water-material.js')
-rw-r--r--js/lib/rdge/materials/water-material.js308
1 files changed, 161 insertions, 147 deletions
diff --git a/js/lib/rdge/materials/water-material.js b/js/lib/rdge/materials/water-material.js
index 5e63ea2c..c7e7313c 100644
--- a/js/lib/rdge/materials/water-material.js
+++ b/js/lib/rdge/materials/water-material.js
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -37,71 +38,84 @@ var Texture = require("js/lib/rdge/texture").Texture;
37/////////////////////////////////////////////////////////////////////// 38///////////////////////////////////////////////////////////////////////
38var WaterMaterial = function WaterMaterial() 39var WaterMaterial = function WaterMaterial()
39{ 40{
40 /////////////////////////////////////////////////////////////////////// 41 ///////////////////////////////////////////////////////////////////////
41 // Instance variables 42 // Instance variables
42 /////////////////////////////////////////////////////////////////////// 43 ///////////////////////////////////////////////////////////////////////
43 this._name = "Water"; 44 this._name = "Water";
44 this._shaderName = "water"; 45 this._shaderName = "water";
45 46
46 this._defaultTexMap = 'assets/images/rocky-normal.jpg'; 47 this._defaultTexMap = 'assets/images/rocky-normal.jpg';
47 48
48 this._time = 0.0; 49 this._time = 0.0;
49 this._dTime = 0.01; 50 this._dTime = 0.01;
50 51
51 // array textures indexed by shader uniform name 52 // array textures indexed by shader uniform name
52 this._glTextures = []; 53 this._glTextures = [];
53 54
54 this.isAnimated = function() { return true; }; 55 this.isAnimated = function() { return true; };
55 this.getShaderDef = function() { return waterMaterialDef; }; 56 this.getShaderDef = function() { return waterMaterialDef; };
56 57
57 /////////////////////////////////////////////////////////////////////// 58 ///////////////////////////////////////////////////////////////////////
58 // Properties 59 // Properties
59 /////////////////////////////////////////////////////////////////////// 60 ///////////////////////////////////////////////////////////////////////
60 // all defined in parent PulseMaterial.js 61 // all defined in parent PulseMaterial.js
61 // load the local default value 62 // load the local default value
62 this._propNames = ["u_tex0", "u_emboss", "u_delta", "u_intensity", "u_speed"]; 63 this._propNames = ["u_tex0", "u_emboss", "u_delta", "u_intensity", "u_speed"];
63 this._propLabels = ["Texture map", "Emboss", "Delta", "Intensity", "Speed"]; 64 this._propLabels = ["Texture map", "Emboss", "Delta", "Intensity", "Speed"];
64 this._propTypes = ["file", "float", "float", "float", "float"]; 65 this._propTypes = ["file", "float", "float", "float", "float"];
65 66
66 var u_tex_index = 0, 67 var u_tex_index = 0,
67 u_emboss_index = 1, 68 u_emboss_index = 1,
68 u_delta_index = 2, 69 u_delta_index = 2,
69 u_intensity_index = 3, 70 u_intensity_index = 3,
70 u_speed_index = 4; 71 u_speed_index = 4;
71 72
72 this._propValues = []; 73 this._propValues = [];
73 this._propValues[ this._propNames[u_tex_index ] ] = this._defaultTexMap.slice(0); 74 this._propValues[ this._propNames[u_tex_index ] ] = this._defaultTexMap.slice(0);
74 this._propValues[ this._propNames[u_emboss_index ] ] = 0.3; 75 this._propValues[ this._propNames[u_emboss_index ] ] = 0.3;
75 this._propValues[ this._propNames[u_delta_index ] ] = 20.0; 76 this._propValues[ this._propNames[u_delta_index ] ] = 20.0;
76 this._propValues[ this._propNames[u_intensity_index ] ] = 3.0; 77 this._propValues[ this._propNames[u_intensity_index ] ] = 3.0;
77 this._propValues[ this._propNames[u_speed_index ] ] = 0.2; 78 this._propValues[ this._propNames[u_speed_index ] ] = 0.2;
78 79
79 /////////////////////////////////////////////////////////////////////// 80 ///////////////////////////////////////////////////////////////////////
80 // Methods 81 // Methods
81 /////////////////////////////////////////////////////////////////////// 82 ///////////////////////////////////////////////////////////////////////
82 83
83 this.init = function (world) { 84 this.init = function (world) {
84 // save the world 85 // save the world
85 if (world) this.setWorld(world); 86 if (world) this.setWorld(world);
86 87
87 // set up the shader 88 // set up the shader
88 this._shader = new RDGE.jshader(); 89 this._shader = new RDGE.jshader();
89 this._shader.def = waterMaterialDef; 90 this._shader.def = waterMaterialDef;
90 this._shader.init(); 91 this._shader.init();
91 92
92 // set up the material node 93 // set up the material node
93 this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID()); 94 this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID());
94 this._materialNode.setShader(this._shader); 95 this._materialNode.setShader(this._shader);
95 96
96 this._time = 0; 97 this._time = 0;
97 if (this._shader && this._shader['default']) 98 if (this._shader && this._shader['default'])
98 this._shader['default'].u_time.set([this._time]); 99 this._shader['default'].u_time.set([this._time]);
99 100
100 // set the shader values in the shader 101 // set the shader values in the shader
101 this.setShaderValues(); 102 this.setShaderValues();
102 this.setResolution([world.getViewportWidth(), world.getViewportHeight()]); 103 this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
103 this.update(0); 104 this.update(0);
104 }; 105 };
106
107 this.resetToDefault = function()
108 {
109 this._propValues[ this._propNames[u_tex_index ] ] = this._defaultTexMap.slice(0);
110 this._propValues[ this._propNames[u_emboss_index ] ] = 0.3;
111 this._propValues[ this._propNames[u_delta_index ] ] = 20.0;
112 this._propValues[ this._propNames[u_intensity_index ] ] = 3.0;
113 this._propValues[ this._propNames[u_speed_index ] ] = 0.2;
114
115 var nProps = this._propNames.length;
116 for (var i=0; i<nProps; i++)
117 this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] );
118};
105}; 119};
106 120
107/////////////////////////////////////////////////////////////////////////////////////// 121///////////////////////////////////////////////////////////////////////////////////////
@@ -110,96 +124,96 @@ var WaterMaterial = function WaterMaterial()
110// shader spec (can also be loaded from a .JSON file, or constructed at runtime) 124// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
111var waterMaterialDef = 125var waterMaterialDef =
112{ 'shaders': 126{ 'shaders':
113 { 127 {
114 'defaultVShader': "assets/shaders/Basic.vert.glsl", 128 'defaultVShader': "assets/shaders/Basic.vert.glsl",
115 'defaultFShader': "assets/shaders/Water2.frag.glsl" 129 'defaultFShader': "assets/shaders/Water2.frag.glsl"
116 }, 130 },
117 'techniques': 131 'techniques':
118 { 132 {
119 'default': 133 'default':
120 [ 134 [
121 { 135 {
122 'vshader': 'defaultVShader', 136 'vshader': 'defaultVShader',
123 'fshader': 'defaultFShader', 137 'fshader': 'defaultFShader',
124 // attributes 138 // attributes
125 'attributes': 139 'attributes':
126 { 140 {
127 'vert': { 'type': 'vec3' }, 141 'vert': { 'type': 'vec3' },
128 'normal': { 'type': 'vec3' }, 142 'normal': { 'type': 'vec3' },
129 'texcoord': { 'type': 'vec2' } 143 'texcoord': { 'type': 'vec2' }
130 }, 144 },
131 // parameters 145 // parameters
132 'params': 146 'params':
133 { 147 {
134 'u_tex0': { 'type': 'tex2d' }, 148 'u_tex0': { 'type': 'tex2d' },
135 'u_time': { 'type': 'float' }, 149 'u_time': { 'type': 'float' },