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author | Jose Antonio Marquez | 2012-04-04 15:54:33 -0700 |
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committer | Jose Antonio Marquez | 2012-04-04 15:54:33 -0700 |
commit | a9bcc403df76ad2cb7c31ff7fdd42a85c35cf424 (patch) | |
tree | 9415f5ba25ad643df678e561719d2708fd3ead5a /js/lib/rdge/materials/water-material.js | |
parent | 0a469a14757b8cea262c21f652e75c85c9903f4b (diff) | |
parent | e721a7c1009f298a1bd8fea583da14535e039880 (diff) | |
download | ninja-a9bcc403df76ad2cb7c31ff7fdd42a85c35cf424.tar.gz |
Merge branch 'refs/heads/Ninja-Internal' into FileIO
Diffstat (limited to 'js/lib/rdge/materials/water-material.js')
-rw-r--r-- | js/lib/rdge/materials/water-material.js | 275 |
1 files changed, 137 insertions, 138 deletions
diff --git a/js/lib/rdge/materials/water-material.js b/js/lib/rdge/materials/water-material.js index b7413f55..37836636 100644 --- a/js/lib/rdge/materials/water-material.js +++ b/js/lib/rdge/materials/water-material.js | |||
@@ -1,8 +1,8 @@ | |||
1 | /* <copyright> | 1 | /* <copyright> |
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | 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/> | 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. | 4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. |
5 | </copyright> */ | 5 | </copyright> */ |
6 | 6 | ||
7 | var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; | 7 | var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; |
8 | 8 | ||
@@ -14,203 +14,202 @@ var WaterMaterial = function WaterMaterial() { | |||
14 | /////////////////////////////////////////////////////////////////////// | 14 | /////////////////////////////////////////////////////////////////////// |
15 | // Instance variables | 15 | // Instance variables |
16 | /////////////////////////////////////////////////////////////////////// | 16 | /////////////////////////////////////////////////////////////////////// |
17 | this._name = "WaterMaterial"; | 17 | this._name = "WaterMaterial"; |
18 | this._shaderName = "water"; | 18 | this._shaderName = "water"; |
19 | 19 | ||
20 | this._texMap = 'assets/images/rocky-normal.jpg'; | 20 | this._texMap = 'assets/images/rocky-normal.jpg'; |
21 | //this._texMap = 'assets/images/powderblue.png'; | 21 | //this._texMap = 'assets/images/powderblue.png'; |
22 | 22 | ||
23 | this._time = 0.0; | 23 | this._time = 0.0; |
24 | this._dTime = 0.01; | 24 | this._dTime = 0.01; |
25 | 25 | ||
26 | /////////////////////////////////////////////////////////////////////// | 26 | /////////////////////////////////////////////////////////////////////// |
27 | // Properties | 27 | // Properties |
28 | /////////////////////////////////////////////////////////////////////// | 28 | /////////////////////////////////////////////////////////////////////// |
29 | // all defined in parent PulseMaterial.js | 29 | // all defined in parent PulseMaterial.js |
30 | // load the local default value | 30 | // load the local default value |
31 | this._propValues = []; | 31 | this._propValues = []; |
32 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | 32 | this._propValues[this._propNames[0]] = this._texMap.slice(0); |
33 | 33 | ||
34 | /////////////////////////////////////////////////////////////////////// | 34 | /////////////////////////////////////////////////////////////////////// |
35 | // Methods | 35 | // Methods |
36 | /////////////////////////////////////////////////////////////////////// | 36 | /////////////////////////////////////////////////////////////////////// |
37 | // duplcate method requirde | 37 | // duplcate method requirde |
38 | this.dup = function( world ) { | 38 | this.dup = function (world) { |
39 | // allocate a new uber material | 39 | // allocate a new uber material |
40 | var newMat = new WaterMaterial(); | 40 | var newMat = new WaterMaterial(); |
41 | 41 | ||
42 | // copy over the current values; | 42 | // copy over the current values; |
43 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | 43 | var propNames = [], propValues = [], propTypes = [], propLabels = []; |
44 | this.getAllProperties( propNames, propValues, propTypes, propLabels); | 44 | this.getAllProperties(propNames, propValues, propTypes, propLabels); |
45 | var n = propNames.length; | 45 | var n = propNames.length; |
46 | for (var i=0; i<n; i++) | 46 | for (var i = 0; i < n; i++) |
47 | newMat.setProperty( propNames[i], propValues[i] ); | 47 | newMat.setProperty(propNames[i], propValues[i]); |
48 | 48 | ||
49 | return newMat; | 49 | return newMat; |
50 | }; | 50 | }; |
51 | 51 | ||
52 | this.init = function( world ) { | 52 | this.init = function (world) { |
53 | // save the world | 53 | // save the world |
54 | if (world) this.setWorld( world ); | 54 | if (world) this.setWorld(world); |
55 | 55 | ||
56 | // set up the shader | 56 | // set up the shader |
57 | this._shader = new jshader(); | 57 | this._shader = new RDGE.jshader(); |
58 | this._shader.def = waterMaterialDef; | 58 | this._shader.def = waterMaterialDef; |
59 | this._shader.init(); | 59 | this._shader.init(); |
60 | 60 | ||
61 | // set up the material node | 61 | // set up the material node |
62 | this._materialNode = createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID()); | 62 | this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID()); |
63 | this._materialNode.setShader(this._shader); | 63 | this._materialNode.setShader(this._shader); |
64 | 64 | ||
65 | this._time = 0; | 65 | this._time = 0; |
66 | if (this._shader && this._shader['default']) { | 66 | if (this._shader && this._shader['default']) { |
67 | this._shader['default'].u_time.set( [this._time] ); | 67 | this._shader['default'].u_time.set([this._time]); |
68 | } | 68 | } |
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) |
81 | var waterMaterialDef = | 81 | var waterMaterialDef = |
82 | {'shaders': | 82 | { 'shaders': |
83 | { | 83 | { |
84 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", | 84 | 'defaultVShader': "assets/shaders/Basic.vert.glsl", |
85 | 'defaultFShader':"assets/shaders/Water2.frag.glsl" | 85 | 'defaultFShader': "assets/shaders/Water2.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 | ] |
117 | } | 117 | } |
118 | }; | 118 | }; |
119 | 119 | ||
120 | var ParisMaterial = function ParisMaterial() | 120 | var ParisMaterial = function ParisMaterial() { |
121 | { | 121 | // initialize the inherited members |
122 | // initialize the inherited members | 122 | this.inheritedFrom = WaterMaterial; |
123 | this.inheritedFrom = WaterMaterial; | 123 | this.inheritedFrom(); |
124 | this.inheritedFrom(); | ||
125 | 124 | ||
126 | this._name = "ParisMaterial"; | 125 | this._name = "ParisMaterial"; |
127 | this._shaderName = "paris"; | 126 | this._shaderName = "paris"; |
128 | 127 | ||
129 | this._texMap = 'assets/images/paris.png'; | 128 | this._texMap = 'assets/images/paris.png'; |
130 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | 129 | this._propValues[this._propNames[0]] = this._texMap.slice(0); |
131 | 130 | ||
132 | this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; | 131 | this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; |
133 | this._propValues[ this._propNames[1] ] = this._diffuseColor.slice(); | 132 | this._propValues[this._propNames[1]] = this._diffuseColor.slice(); |
134 | 133 | ||
135 | // duplcate method requirde | 134 |