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Diffstat (limited to 'js/helper-classes/RDGE/Materials/PulseMaterial.js')
-rw-r--r-- | js/helper-classes/RDGE/Materials/PulseMaterial.js | 226 |
1 files changed, 0 insertions, 226 deletions
diff --git a/js/helper-classes/RDGE/Materials/PulseMaterial.js b/js/helper-classes/RDGE/Materials/PulseMaterial.js deleted file mode 100644 index 5bee818e..00000000 --- a/js/helper-classes/RDGE/Materials/PulseMaterial.js +++ /dev/null | |||
@@ -1,226 +0,0 @@ | |||
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 | /////////////////////////////////////////////////////////////////////// | ||
13 | function PulseMaterial() | ||
14 | { | ||
15 | // initialize the inherited members | ||
16 | this.inheritedFrom = GLMaterial; | ||
17 | this.inheritedFrom(); | ||
18 | |||
19 | /////////////////////////////////////////////////////////////////////// | ||
20 | // Instance variables | ||
21 | /////////////////////////////////////////////////////////////////////// | ||
22 | this._name = "PulseMaterial"; | ||
23 | this._shaderName = "pulse"; | ||
24 | |||
25 | this._texMap = 'assets/images/cubelight.png'; | ||
26 | |||
27 | this._time = 0.0; | ||
28 | this._dTime = 0.01; | ||
29 | |||
30 | /////////////////////////////////////////////////////////////////////// | ||
31 | // Property Accessors | ||
32 | /////////////////////////////////////////////////////////////////////// | ||
33 | this.getName = function() { return this._name; } | ||
34 | this.getShaderName = function() { return this._shaderName; } | ||
35 | |||
36 | this.getTextureMap = function() { return this._texMap.slice(0); } | ||
37 | this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); } | ||
38 | |||
39 | /////////////////////////////////////////////////////////////////////// | ||
40 | // Material Property Accessors | ||
41 | /////////////////////////////////////////////////////////////////////// | ||
42 | this._propNames = ["texmap"]; | ||
43 | this._propLabels = ["Texture map"]; | ||
44 | this._propTypes = ["file"]; | ||
45 | this._propValues = []; | ||
46 | |||
47 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | ||
48 | |||
49 | this.setProperty = function( prop, value ) | ||
50 | { | ||
51 | // make sure we have legitimate imput | ||
52 | var ok = this.validateProperty( prop, value ); | ||
53 | if (!ok) | ||
54 | console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); | ||
55 | |||
56 | switch (prop) | ||
57 | { | ||
58 | case "texmap": | ||
59 | this.setTextureMap(value); | ||
60 | break; | ||
61 | |||
62 | case "color": | ||
63 | break; | ||
64 | } | ||
65 | } | ||
66 | /////////////////////////////////////////////////////////////////////// | ||
67 | |||
68 | |||
69 | /////////////////////////////////////////////////////////////////////// | ||
70 | // Methods | ||
71 | /////////////////////////////////////////////////////////////////////// | ||
72 | // duplcate method requirde | ||
73 | this.dup = function( world ) | ||
74 | { | ||
75 | // allocate a new uber material | ||
76 | var newMat = new PulseMaterial(); | ||
77 | |||
78 | // copy over the current values; | ||
79 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | ||
80 | this.getAllProperties( propNames, propValues, propTypes, propLabels); | ||
81 | var n = propNames.length; | ||
82 | for (var i=0; i<n; i++) | ||
83 | newMat.setProperty( propNames[i], propValues[i] ); | ||
84 | |||
85 | return newMat; | ||
86 | } | ||
87 | |||
88 | this.init = function( world ) | ||
89 | { | ||
90 | // set up the shader | ||
91 | this._shader = new jshader(); | ||
92 | this._shader.def = pulseMaterialDef; | ||
93 | this._shader.init(); | ||
94 | |||
95 | // set up the material node | ||
96 | this._materialNode = createMaterialNode("pulseMaterial"); | ||
97 | this._materialNode.setShader(this._shader); | ||
98 | |||
99 | this._time = 0; | ||
100 | if (this._shader && this._shader.default) | ||
101 | this._shader.default.u_time.set( [this._time] ); | ||
102 | |||
103 | // set the shader values in the shader | ||
104 | this.updateTexture(); | ||
105 | this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); | ||
106 | this.update( 0 ); | ||
107 | } | ||
108 | |||
109 | this.updateTexture = function() | ||
110 | { | ||
111 | var material = this._materialNode; | ||
112 | if (material) | ||
113 | { | ||
114 | var technique = material.shaderProgram.default; | ||
115 | var renderer = g_Engine.getContext().renderer; | ||
116 | if (renderer && technique) | ||
117 | { | ||
118 | var texMapName = this._propValues[this._propNames[0]]; | ||
119 | var tex = renderer.getTextureByName(texMapName, 'REPEAT'); | ||
120 | if (tex) | ||
121 | technique.u_tex0.set( tex ); | ||
122 | } | ||
123 | } | ||
124 | } | ||
125 | |||
126 | this.update = function( time ) | ||
127 | { | ||
128 | var material = this._materialNode; | ||
129 | if (material) | ||
130 | { | ||
131 | var technique = material.shaderProgram.default; | ||
132 | var renderer = g_Engine.getContext().renderer; | ||
133 | if (renderer && technique) | ||
134 | { | ||
135 | if (this._shader && this._shader.default) | ||
136 | this._shader.default.u_time.set( [this._time] ); | ||
137 | this._time += this._dTime; | ||
138 | } | ||
139 | } | ||
140 | } | ||
141 | |||
142 | this.setResolution = function( res ) | ||
143 | { | ||
144 | var material = this._materialNode; | ||
145 | if (material) | ||
146 | { | ||
147 | var technique = material.shaderProgram.default; | ||
148 | var renderer = g_Engine.getContext().renderer; | ||
149 | if (renderer && technique) | ||
150 | { | ||
151 | technique.u_resolution.set( res ); | ||
152 | } | ||
153 | } | ||
154 | } | ||
155 | |||
156 | this.export = function() | ||
157 | { | ||
158 | // every material needs the base type and instance name | ||
159 | var exportStr = "material: " + this.getShaderName() + "\n"; | ||
160 | exportStr += "name: " + this.getName() + "\n"; | ||
161 | |||
162 | // every material needs to terminate like this | ||
163 | exportStr += "endMaterial\n"; | ||
164 | |||
165 | return exportStr; | ||
166 | } | ||
167 | |||
168 | this.import = function( importStr ) | ||
169 | { | ||
170 | var pu = new ParseUtils( importStr ); | ||
171 | var material = pu.nextValue( "material: " ); | ||
172 | if (material != this.getShaderName()) throw new Error( "ill-formed material" ); | ||
173 | this.setName( pu.nextValue( "name: ") ); | ||
174 | |||
175 | var rtnStr; | ||
176 | |||
177 | return rtnStr; | ||
178 | } | ||
179 | } | ||
180 | |||
181 | /////////////////////////////////////////////////////////////////////////////////////// | ||
182 | // RDGE shader | ||
183 | |||
184 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | ||
185 | var pulseMaterialDef = | ||
186 | {'shaders': | ||
187 | { | ||
188 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", | ||
189 | 'defaultFShader':"assets/shaders/Pulse.frag.glsl" | ||
190 | }, | ||
191 | 'techniques': | ||
192 | { | ||
193 | 'default': | ||
194 | [ | ||
195 | { | ||
196 | 'vshader' : 'defaultVShader', | ||
197 | 'fshader' : 'defaultFShader', | ||
198 | // attributes | ||
199 | 'attributes' : | ||
200 | { | ||
201 | 'vert' : { 'type' : 'vec3' }, | ||
202 | 'normal' : { 'type' : 'vec3' }, | ||
203 | 'texcoord' : { 'type' : 'vec2' } | ||
204 | }, | ||
205 | // parameters | ||
206 | 'params' : | ||
207 | { | ||
208 | 'u_tex0': { 'type' : 'tex2d' }, | ||
209 | 'u_time' : { 'type' : 'float' }, | ||
210 | 'u_resolution' : { 'type' : 'vec2' }, | ||
211 | }, | ||
212 | |||
213 | // render states | ||
214 | 'states' : | ||
215 | { | ||