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authorNivesh Rajbhandari2012-04-04 17:24:27 -0700
committerNivesh Rajbhandari2012-04-04 17:24:27 -0700
commit01cf259da7aaa7d70789d9a7c32111d88b477463 (patch)
tree0bff3395ac681e5f685d2267f7dbc03a8e32bc4a /js/lib/rdge/materials/z-invert-material.js
parent331ea08655245e3532e48bf160d5f68a04d8723f (diff)
parent13368ca6ebbc13adeafccd898dfffd7ce37cb28a (diff)
downloadninja-01cf259da7aaa7d70789d9a7c32111d88b477463.tar.gz
Merge branch 'refs/heads/ToolFixes' into WebGLMaterials
Conflicts: js/document/templates/montage-html/default_html.css js/mediators/element-mediator.js js/panels/properties.reel/properties.js js/tools/BrushTool.js js/tools/LineTool.js js/tools/PenTool.js js/tools/SelectionTool.js js/tools/ShapeTool.js js/tools/TranslateObject3DTool.js Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com>
Diffstat (limited to 'js/lib/rdge/materials/z-invert-material.js')
-rw-r--r--js/lib/rdge/materials/z-invert-material.js132
1 files changed, 66 insertions, 66 deletions
diff --git a/js/lib/rdge/materials/z-invert-material.js b/js/lib/rdge/materials/z-invert-material.js
index a0d20de5..fc7632eb 100644
--- a/js/lib/rdge/materials/z-invert-material.js
+++ b/js/lib/rdge/materials/z-invert-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;
@@ -11,102 +11,102 @@ var ZInvertMaterial = function ZInvertMaterial() {
11 /////////////////////////////////////////////////////////////////////// 11 ///////////////////////////////////////////////////////////////////////
12 // Instance variables 12 // Instance variables
13 /////////////////////////////////////////////////////////////////////// 13 ///////////////////////////////////////////////////////////////////////
14 this._name = "ZInvertMaterial"; 14 this._name = "ZInvertMaterial";
15 this._shaderName = "zinvert"; 15 this._shaderName = "zinvert";
16 16
17 this._texMap = 'assets/images/rocky-normal.jpg'; 17 this._texMap = 'assets/images/rocky-normal.jpg';
18 18
19 this._time = 0.0; 19 this._time = 0.0;
20 this._dTime = 0.01; 20 this._dTime = 0.01;
21 21
22 /////////////////////////////////////////////////////////////////////// 22 ///////////////////////////////////////////////////////////////////////
23 // Properties 23 // Properties
24 /////////////////////////////////////////////////////////////////////// 24 ///////////////////////////////////////////////////////////////////////
25 // all defined in parent PulseMaterial.js 25 // all defined in parent PulseMaterial.js
26 // load the local default value 26 // load the local default value
27 this._propValues[ this._propNames[0] ] = this._texMap.slice(0); 27 this._propValues[this._propNames[0]] = this._texMap.slice(0);
28 28
29 /////////////////////////////////////////////////////////////////////// 29 ///////////////////////////////////////////////////////////////////////
30 // Methods 30 // Methods
31 /////////////////////////////////////////////////////////////////////// 31 ///////////////////////////////////////////////////////////////////////
32 // duplcate method requirde 32 // duplicate method required
33 this.dup = function( world ) { 33 this.dup = function (world) {
34 // allocate a new uber material 34 // allocate a new uber material
35 var newMat = new ZInvertMaterial(); 35 var newMat = new ZInvertMaterial();
36 36
37 // copy over the current values; 37 // copy over the current values;
38 var propNames = [], propValues = [], propTypes = [], propLabels = []; 38 var propNames = [], propValues = [], propTypes = [], propLabels = [];
39 this.getAllProperties( propNames, propValues, propTypes, propLabels); 39 this.getAllProperties(propNames, propValues, propTypes, propLabels);
40 var n = propNames.length; 40 var n = propNames.length;
41 for (var i=0; i<n; i++) { 41 for (var i = 0; i < n; i++) {
42 newMat.setProperty( propNames[i], propValues[i] ); 42 newMat.setProperty(propNames[i], propValues[i]);
43 } 43 }
44 44
45 return newMat; 45 return newMat;
46 }; 46 };
47 47
48 this.init = function( world ) { 48 this.init = function (world) {
49 // save the world 49 // save the world
50 if (world) this.setWorld( world ); 50 if (world) this.setWorld(world);
51 51
52 // set up the shader 52 // set up the shader
53 this._shader = new jshader(); 53 this._shader = new RDGE.jshader();
54 this._shader.def = zInvertMaterialDef; 54 this._shader.def = zInvertMaterialDef;
55 this._shader.init(); 55 this._shader.init();
56 56
57 // set up the material node 57 // set up the material node
58 this._materialNode = createMaterialNode("zInvertMaterial" + "_" + world.generateUniqueNodeID()); 58 this._materialNode = RDGE.createMaterialNode("zInvertMaterial" + "_" + world.generateUniqueNodeID());
59 this._materialNode.setShader(this._shader); 59 this._materialNode.setShader(this._shader);
60 60
61 this._time = 0; 61 this._time = 0;
62 if (this._shader && this._shader['default']) { 62 if (this._shader && this._shader['default']) {
63 this._shader['default'].u_time.set( [this._time] ); 63 this._shader['default'].u_time.set([this._time]);
64 } 64 }
65 65
66 // set the shader values in the shader 66 // set the shader values in the shader
67 this.updateTexture(); 67 this.updateTexture();
68 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); 68 this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
69 this.update( 0 ); 69 this.update(0);
70 } 70 };
71}; 71};
72 72
73/////////////////////////////////////////////////////////////////////////////////////// 73///////////////////////////////////////////////////////////////////////////////////////
74// RDGE shader 74// RDGE shader
75 75
76// shader spec (can also be loaded from a .JSON file, or constructed at runtime) 76// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
77var zInvertMaterialDef = 77var zInvertMaterialDef =
78{'shaders': 78{ 'shaders':
79 { 79 {
80 'defaultVShader':"assets/shaders/Basic.vert.glsl", 80 'defaultVShader': "assets/shaders/Basic.vert.glsl",
81 'defaultFShader':"assets/shaders/ZInvert.frag.glsl" 81 'defaultFShader': "assets/shaders/ZInvert.frag.glsl"
82 }, 82 },
83 'techniques': 83 'techniques':
84 { 84 {
85 'default': 85 'default':
86 [ 86 [
87 { 87 {
88 'vshader' : 'defaultVShader', 88 'vshader': 'defaultVShader',
89 'fshader' : 'defaultFShader', 89 'fshader': 'defaultFShader',
90 // attributes 90 // attributes
91 'attributes' : 91 'attributes':
92 { 92 {
93 'vert' : { 'type' : 'vec3' }, 93 'vert': { 'type': 'vec3' },
94 'normal' : { 'type' : 'vec3' }, 94 'normal': { 'type': 'vec3' },
95 'texcoord' : { 'type' : 'vec2' } 95 'texcoord': { 'type': 'vec2' }
96 }, 96 },
97 // parameters 97 // parameters
98 'params' : 98 'params':
99 { 99 {
100 'u_tex0': { 'type' : 'tex2d' }, 100 'u_tex0': { 'type': 'tex2d' },
101 'u_time' : { 'type' : 'float' }, 101 'u_time': { 'type': 'float' },
102 'u_resolution' : { 'type' : 'vec2' } 102 'u_resolution': { 'type': 'vec2' }
103 }, 103 },
104 104
105 // render states 105 // render states
106 'states' : 106 'states':
107 { 107 {
108 'depthEnable' : true, 108 'depthEnable': true,
109 'offset':[1.0, 0.1] 109 'offset': [1.0, 0.1]
110 } 110 }
111 } 111 }
112 ] 112 ]