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Diffstat (limited to 'js/helper-classes/RDGE/Materials/RadialBlurMaterial.js')
-rw-r--r-- | js/helper-classes/RDGE/Materials/RadialBlurMaterial.js | 257 |
1 files changed, 0 insertions, 257 deletions
diff --git a/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js b/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js deleted file mode 100644 index a5fb134c..00000000 --- a/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js +++ /dev/null | |||
@@ -1,257 +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 RadialBlurMaterial() | ||
14 | { | ||
15 | // initialize the inherited members | ||
16 | this.inheritedFrom = GLMaterial; | ||
17 | this.inheritedFrom(); | ||
18 | |||
19 | /////////////////////////////////////////////////////////////////////// | ||
20 | // Instance variables | ||
21 | /////////////////////////////////////////////////////////////////////// | ||
22 | this._name = "RadialBlurMaterial"; | ||
23 | this._shaderName = "radialBlur"; | ||
24 | |||
25 | this._texMap = 'assets/images/cubelight.png'; | ||
26 | this._color = [1,0,0,1]; | ||
27 | |||
28 | this._time = 0.0; | ||
29 | this._dTime = 0.01; | ||
30 | |||
31 | /////////////////////////////////////////////////////////////////////// | ||
32 | // Property Accessors | ||
33 | /////////////////////////////////////////////////////////////////////// | ||
34 | this.getName = function() { return this._name; } | ||
35 | this.getShaderName = function() { return this._shaderName; } | ||
36 | |||
37 | this.getTextureMap = function() { return this._texMap.slice(0); } | ||
38 | this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m.slice(0); this.updateTexture(); } | ||
39 | |||
40 | this.isAnimated = function() { return true; } | ||
41 | |||
42 | /////////////////////////////////////////////////////////////////////// | ||
43 | // Material Property Accessors | ||
44 | /////////////////////////////////////////////////////////////////////// | ||
45 | this._propNames = ["texmap", "color"]; | ||
46 | this._propLabels = ["Texture map", "Color"]; | ||
47 | this._propTypes = ["file", "color"]; | ||
48 | this._propValues = []; | ||
49 | |||
50 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | ||
51 | this._propValues[ this._propNames[1] ] = this._color.slice(0); | ||
52 | |||
53 | this.setProperty = function( prop, value ) | ||
54 | { | ||
55 | // make sure we have legitimate imput | ||
56 | var ok = this.validateProperty( prop, value ); | ||
57 | if (!ok) | ||
58 | console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); | ||
59 | |||
60 | switch (prop) | ||
61 | { | ||
62 | case "texmap": | ||
63 | this.setTextureMap(value); | ||
64 | break; | ||
65 | |||
66 | case "color": | ||
67 | this._propValues[prop] = value.slice(0); | ||
68 | if (this._shader && this._shader.default) | ||
69 | this._shader.default[prop].set(value); | ||
70 | break; | ||
71 | } | ||
72 | } | ||
73 | /////////////////////////////////////////////////////////////////////// | ||
74 | |||
75 | |||
76 | /////////////////////////////////////////////////////////////////////// | ||
77 | // Methods | ||
78 | /////////////////////////////////////////////////////////////////////// | ||
79 | // duplcate method requirde | ||
80 | this.dup = function( world ) | ||
81 | { | ||
82 | // allocate a new uber material | ||
83 | var newMat = new RadialBlurMaterial(); | ||
84 | |||
85 | // copy over the current values; | ||
86 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | ||
87 | this.getAllProperties( propNames, propValues, propTypes, propLabels); | ||
88 | var n = propNames.length; | ||
89 | for (var i=0; i<n; i++) | ||
90 | newMat.setProperty( propNames[i], propValues[i] ); | ||
91 | |||
92 | return newMat; | ||
93 | } | ||
94 | |||
95 | this.init = function( world ) | ||
96 | { | ||
97 | // save the world | ||
98 | if (world) this.setWorld( world ); | ||
99 | |||
100 | // set up the shader | ||
101 | this._shader = new jshader(); | ||
102 | this._shader.def = radialBlurMaterialDef; | ||
103 | this._shader.init(); | ||
104 | |||
105 | // set up the material node | ||
106 | this._materialNode = createMaterialNode("radialBlurMaterial"); | ||
107 | this._materialNode.setShader(this._shader); | ||
108 | |||
109 | this._time = 0; | ||
110 | if (this._shader && this._shader.default) | ||
111 | this._shader.default.u_time.set( [this._time] ); | ||
112 | this.setProperty( "color", [this._time, 0, 0, 1] ); | ||
113 | |||
114 | // set the shader values in the shader | ||
115 | this.updateTexture(); | ||
116 | this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); | ||
117 | this.update( 0 ); | ||
118 | } | ||
119 | |||
120 | this.updateTexture = function() | ||
121 | { | ||
122 | var material = this._materialNode; | ||
123 | if (material) | ||
124 | { | ||
125 | var technique = material.shaderProgram.default; | ||
126 | var renderer = g_Engine.getContext().renderer; | ||
127 | if (renderer && technique) | ||
128 | { | ||
129 | var texMapName = this._propValues[this._propNames[0]]; | ||
130 | var tex = renderer.getTextureByName(texMapName, 'REPEAT'); | ||
131 | // if (tex) | ||
132 | // { | ||
133 | // var res = [tex.image.naturalWidth, tex.image.naturalHeight]; | ||
134 | // this.setResoloution( res ); | ||
135 | // } | ||
136 | technique.u_tex0.set( tex ); | ||
137 | } | ||
138 | } | ||
139 | } | ||
140 | |||
141 | this.update = function( time ) | ||
142 | { | ||
143 | var material = this._materialNode; | ||
144 | if (material) | ||
145 | { | ||
146 | var technique = material.shaderProgram.default; | ||
147 | var renderer = g_Engine.getContext().renderer; | ||
148 | if (renderer && technique) | ||
149 | { | ||
150 | if (this._shader && this._shader.default) | ||
151 | this._shader.default.u_time.set( [this._time] ); | ||
152 | var color = this.getProperty( "color" ); | ||
153 | color[0] = this._time; | ||
154 | this.setProperty( "color", color ); | ||
155 | //console.log( "update color to: " + color ); | ||
156 | this._time += this._dTime; | ||
157 | } | ||
158 | } | ||
159 | } | ||
160 | |||
161 | this.setResolution = function( res ) | ||
162 | { | ||
163 | var material = this._materialNode; | ||
164 | if (material) | ||
165 | { | ||
166 | var technique = material.shaderProgram.default; | ||
167 | var renderer = g_Engine.getContext().renderer; | ||
168 | if (renderer && technique) | ||
169 | { | ||
170 | technique.u_resolution.set( res ); | ||
171 | } | ||
172 | } | ||
173 | } | ||
174 | |||
175 | this.export = function() | ||
176 | { | ||
177 | // every material needs the base type and instance name | ||
178 | var exportStr = "material: " + this.getShaderName() + "\n"; | ||
179 | exportStr += "name: " + this.getName() + "\n"; | ||
180 | |||
181 | // every material needs to terminate like this | ||
182 | exportStr += "endMaterial\n"; | ||
183 | |||
184 | return exportStr; | ||
185 | } | ||
186 | |||
187 | this.import = function( importStr ) | ||
188 | { | ||
189 | var pu = new ParseUtils( importStr ); | ||
190 | var material = pu.nextValue( "material: " ); | ||
191 | if (material != this.getShaderName()) throw new Error( "ill-formed material" ); | ||
192 | this.setName( pu.nextValue( "name: ") ); | ||
193 | |||
194 | var rtnStr; | ||
195 | try | ||
196 | { | ||
197 | var endKey = "endMaterial\n"; | ||
198 | var index = importStr.indexOf( endKey ); | ||
199 | index += endKey.length; | ||
200 | rtnStr = importStr.substr( index ); | ||
201 | } | ||
202 | catch (e) | ||
203 | { | ||
204 | throw new Error( "could not import material: " + importStr ); | ||
205 | } | ||
206 | |||
207 | return rtnStr; | ||
208 | } | ||
209 | } | ||
210 | |||
211 | /////////////////////////////////////////////////////////////////////////////////////// | ||
212 | // RDGE shader | ||