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diff --git a/js/helper-classes/RDGE/Materials/MandelMaterial.js b/js/helper-classes/RDGE/Materials/MandelMaterial.js
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1/* <copyright>
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/>
4 (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5 </copyright> */
6
7
8
9///////////////////////////////////////////////////////////////////////
10// Class GLMaterial
11// RDGE representation of a material.
12///////////////////////////////////////////////////////////////////////
13function MandelMaterial()
14{
15 // initialize the inherited members
16 this.inheritedFrom = PulseMaterial;
17 this.inheritedFrom();
18
19 ///////////////////////////////////////////////////////////////////////
20 // Instance variables
21 ///////////////////////////////////////////////////////////////////////
22 this._name = "MandelMaterial";
23 this._shaderName = "mandel";
24
25 this._texMap = 'assets/images/rocky-normal.jpg';
26
27 this._time = 0.0;
28 this._dTime = 0.01;
29
30 ///////////////////////////////////////////////////////////////////////
31 // Properties
32 ///////////////////////////////////////////////////////////////////////
33 // no properties
34 this._propNames = [];
35 this._propLabels = [];
36 this._propTypes = [];
37 this._propValues = [];
38
39 ///////////////////////////////////////////////////////////////////////
40 // Material Property Accessors
41 ///////////////////////////////////////////////////////////////////////
42
43 ///////////////////////////////////////////////////////////////////////
44
45 this.isAnimated = function() { return true; }
46
47 ///////////////////////////////////////////////////////////////////////
48 // Methods
49 ///////////////////////////////////////////////////////////////////////
50 // duplcate method requirde
51 this.dup = function( world )
52 {
53 // allocate a new uber material
54 var newMat = new MandelMaterial();
55
56 // copy over the current values;
57 var propNames = [], propValues = [], propTypes = [], propLabels = [];
58 this.getAllProperties( propNames, propValues, propTypes, propLabels);
59 var n = propNames.length;
60 for (var i=0; i<n; i++)
61 newMat.setProperty( propNames[i], propValues[i] );
62
63 return newMat;
64 }
65
66 this.init = function( world )
67 {
68 // save the world
69 if (world) this.setWorld( world );
70
71 // set up the shader
72 this._shader = new jshader();
73 this._shader.def = MandelMaterialDef;
74 this._shader.init();
75
76 // set up the material node
77 this._materialNode = createMaterialNode("mandelMaterial_" + world.generateUniqueNodeID());
78 this._materialNode.setShader(this._shader);
79
80 this._time = 0;
81 if (this._shader && this._shader.default)
82 this._shader.default.u_time.set( [this._time] );
83
84 // set the shader values in the shader
85 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
86 this.update( 0 );
87 }
88
89 this.update = function( time )
90 {
91 var material = this._materialNode;
92 if (material)
93 {
94 var technique = material.shaderProgram.default;
95 var renderer = g_Engine.getContext().renderer;
96 if (renderer && technique)
97 {
98 if (this._shader && this._shader.default)
99 this._shader.default.u_time.set( [this._time] );
100 this._time = time;
101 }
102 }
103 }
104}
105
106///////////////////////////////////////////////////////////////////////////////////////
107// RDGE shader
108
109// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
110var MandelMaterialDef =
111{'shaders':
112 {
113 'defaultVShader':"assets/shaders/Basic.vert.glsl",
114 'defaultFShader':"assets/shaders/Mandel.frag.glsl"
115 },
116 'techniques':
117 {
118 'default':
119 [
120 {
121 'vshader' : 'defaultVShader',
122 'fshader' : 'defaultFShader',
123 // attributes
124 'attributes' :
125 {
126 'vert' : { 'type' : 'vec3' },
127 'normal' : { 'type' : 'vec3' },
128 'texcoord' : { 'type' : 'vec2' }
129 },
130 // parameters
131 'params' :
132 {
133 'u_tex0': { 'type' : 'tex2d' },
134 'u_time' : { 'type' : 'float' },
135 'u_resolution' : { 'type' : 'vec2' },
136 },
137
138 // render states
139 'states' :
140 {
141 'depthEnable' : true,
142 'offset':[1.0, 0.1]
143 },
144 },
145 ]
146 }
147};
148
149
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