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authorJohn Mayhew2012-04-02 16:28:39 -0700
committerJohn Mayhew2012-04-02 16:28:39 -0700
commitb4155fb4c33675a8a7cd37473513718043fdf0ba (patch)
tree3d8c802473f2395d53d599ec9d8b70b60a4db50c /js/lib/rdge/materials/water-material.js
parent5ba9aeac94c86049423fd5d4b37b277263939c13 (diff)
parentc6de22bf42be90b403491b5f87b1818d9020310c (diff)
downloadninja-b4155fb4c33675a8a7cd37473513718043fdf0ba.tar.gz
Merge branch 'master' of github.com:Motorola-Mobility/ninja-internal into WorkingBranch
Conflicts: js/helper-classes/RDGE/rdge-compiled.js js/helper-classes/RDGE/runtime/GLRuntime.js js/helper-classes/RDGE/src/core/script/MeshManager.js js/helper-classes/RDGE/src/core/script/engine.js js/helper-classes/RDGE/src/core/script/fx/ssao.js js/helper-classes/RDGE/src/core/script/init_state.js js/helper-classes/RDGE/src/core/script/run_state.js js/helper-classes/RDGE/src/core/script/scenegraphNodes.js js/helper-classes/RDGE/src/core/script/utilities.js js/helper-classes/RDGE/src/tools/compile-rdge-core.bat js/helper-classes/RDGE/src/tools/compile-rdge-core.sh js/helper-classes/RDGE/src/tools/rdge-compiled.js js/lib/drawing/world.js js/lib/rdge/materials/bump-metal-material.js js/lib/rdge/materials/deform-material.js js/lib/rdge/materials/flat-material.js js/lib/rdge/materials/fly-material.js js/lib/rdge/materials/julia-material.js js/lib/rdge/materials/keleidoscope-material.js js/lib/rdge/materials/linear-gradient-material.js js/lib/rdge/materials/mandel-material.js js/lib/rdge/materials/plasma-material.js js/lib/rdge/materials/pulse-material.js js/lib/rdge/materials/radial-blur-material.js js/lib/rdge/materials/radial-gradient-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 js/preloader/Preloader.js
Diffstat (limited to 'js/lib/rdge/materials/water-material.js')
-rw-r--r--js/lib/rdge/materials/water-material.js105
1 files changed, 104 insertions, 1 deletions
diff --git a/js/lib/rdge/materials/water-material.js b/js/lib/rdge/materials/water-material.js
index 0c7badf5..ebc54119 100644
--- a/js/lib/rdge/materials/water-material.js
+++ b/js/lib/rdge/materials/water-material.js
@@ -18,6 +18,7 @@ var WaterMaterial = function 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 22
22 this._time = 0.0; 23 this._time = 0.0;
23 this._dTime = 0.01; 24 this._dTime = 0.01;
@@ -27,6 +28,7 @@ var WaterMaterial = function WaterMaterial() {
27 /////////////////////////////////////////////////////////////////////// 28 ///////////////////////////////////////////////////////////////////////
28 // all defined in parent PulseMaterial.js 29 // all defined in parent PulseMaterial.js
29 // load the local default value 30 // load the local default value
31 this._propValues = [];
30 this._propValues[ this._propNames[0] ] = this._texMap.slice(0); 32 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
31 33
32 /////////////////////////////////////////////////////////////////////// 34 ///////////////////////////////////////////////////////////////////////
@@ -57,7 +59,7 @@ var WaterMaterial = function WaterMaterial() {
57 this._shader.init(); 59 this._shader.init();
58 60
59 // set up the material node 61 // set up the material node
60 this._materialNode = RDGE.createMaterialNode("waterMaterial"); 62 this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID());
61 this._materialNode.setShader(this._shader); 63 this._materialNode.setShader(this._shader);
62 64
63 this._time = 0; 65 this._time = 0;
@@ -115,6 +117,107 @@ var waterMaterialDef =
115 } 117 }
116}; 118};
117 119
120var ParisMaterial = function ParisMaterial()
121{
122 // initialize the inherited members
123 this.inheritedFrom = WaterMaterial;
124 this.inheritedFrom();
125
126 this._name = "ParisMaterial";
127 this._shaderName = "paris";
128
129 this._texMap = 'assets/images/paris.png';
130 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
131
132 this._diffuseColor = [0.5, 0.5, 0.5, 0.5];
133 this._propValues[ this._propNames[1] ] = this._diffuseColor.slice();
134
135 // duplcate method requirde
136 this.dup = function( world ) {
137 // allocate a new uber material
138 var newMat = new ParisMaterial();
139
140 // copy over the current values;
141 var propNames = [], propValues = [], propTypes = [], propLabels = [];
142 this.getAllProperties( propNames, propValues, propTypes, propLabels);
143 var n = propNames.length;
144 for (var i=0; i<n; i++)
145 newMat.setProperty( propNames[i], propValues[i] );
146
147 return newMat;
148 };
149
150 this.init = function( world ) {
151 // save the world
152 if (world) this.setWorld( world );
153
154 // set up the shader
155 this._shader = new jshader();
156 this._shader.def = parisMaterialDef;
157 this._shader.init();
158
159 // set up the material node
160 this._materialNode = createMaterialNode("parisMaterial" + "_" + world.generateUniqueNodeID());
161 this._materialNode.setShader(this._shader);
162
163 this._time = 0;
164 if (this._shader && this._shader['default']) {
165 this._shader['default'].u_time.set( [this._time] );
166 }
167
168 // set the shader values in the shader
169 this.updateTexture();
170 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
171 this.update( 0 );
172 }
173}
174
175ParisMaterial.prototype = new PulseMaterial();
176if (typeof exports === "object") {
177 exports.ParisMaterial = ParisMaterial;
178}
179
180// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
181var parisMaterialDef =
182{'shaders':
183 {
184 'defaultVShader':"assets/shaders/Basic.vert.glsl",
185 'defaultFShader':"assets/shaders/Paris.frag.glsl"
186 },
187 'techniques':
188 {
189 'default':
190 [
191 {
192 'vshader' : 'defaultVShader',
193 'fshader' : 'defaultFShader',
194 // attributes
195 'attributes' :
196 {
197 'vert' : { 'type' : 'vec3' },
198 'normal' : { 'type' : 'vec3' },
199 'texcoord' : { 'type' : 'vec2' }
200 },
201 // parameters
202 'params' :
203 {
204 'u_tex0': { 'type' : 'tex2d' },
205 'u_time' : { 'type' : 'float' },
206 'u_resolution' : { 'type' : 'vec2' }
207 },
208
209 // render states
210 'states' :
211 {
212 'depthEnable' : true,
213 'offset':[1.0, 0.1]
214 }
215 }
216 ]
217 }
218};
219
220
118WaterMaterial.prototype = new PulseMaterial(); 221WaterMaterial.prototype = new PulseMaterial();
119 222
120if (typeof exports === "object") { 223if (typeof exports === "object") {