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Diffstat (limited to 'js/helper-classes/RDGE/Materials/RadialBlurMaterial.js')
-rw-r--r-- | js/helper-classes/RDGE/Materials/RadialBlurMaterial.js | 244 |
1 files changed, 0 insertions, 244 deletions
diff --git a/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js b/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js deleted file mode 100644 index 9acb4213..00000000 --- a/js/helper-classes/RDGE/Materials/RadialBlurMaterial.js +++ /dev/null | |||
@@ -1,244 +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 | /////////////////////////////////////////////////////////////////////// | ||
41 | // Material Property Accessors | ||
42 | /////////////////////////////////////////////////////////////////////// | ||
43 | this._propNames = ["texmap", "color"]; | ||
44 | this._propLabels = ["Texture map", "Color"]; | ||
45 | this._propTypes = ["file", "color"]; | ||
46 | this._propValues = []; | ||
47 | |||
48 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | ||
49 | this._propValues[ this._propNames[1] ] = this._color.slice(0); | ||
50 | |||
51 | this.setProperty = function( prop, value ) | ||
52 | { | ||
53 | // make sure we have legitimate imput | ||
54 | var ok = this.validateProperty( prop, value ); | ||
55 | if (!ok) | ||
56 | console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); | ||
57 | |||
58 | switch (prop) | ||
59 | { | ||
60 | case "texmap": | ||
61 | this.setTextureMap(value); | ||
62 | break; | ||
63 | |||
64 | case "color": | ||
65 | this._propValues[prop] = value.slice(0); | ||
66 | if (this._shader && this._shader.default) | ||
67 | this._shader.default[prop].set(value); | ||
68 | break; | ||
69 | } | ||
70 | } | ||
71 | /////////////////////////////////////////////////////////////////////// | ||
72 | |||
73 | |||
74 | /////////////////////////////////////////////////////////////////////// | ||
75 | // Methods | ||
76 | /////////////////////////////////////////////////////////////////////// | ||
77 | // duplcate method requirde | ||
78 | this.dup = function( world ) | ||
79 | { | ||
80 | // allocate a new uber material | ||
81 | var newMat = new RadialBlurMaterial(); | ||
82 | |||
83 | // copy over the current values; | ||
84 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | ||
85 | this.getAllProperties( propNames, propValues, propTypes, propLabels); | ||
86 | var n = propNames.length; | ||
87 | for (var i=0; i<n; i++) | ||
88 | newMat.setProperty( propNames[i], propValues[i] ); | ||
89 | |||
90 | return newMat; | ||
91 | } | ||
92 | |||
93 | this.init = function( world ) | ||
94 | { | ||
95 | // save the world | ||
96 | if (world) this.setWorld( world ); | ||
97 | |||
98 | // set up the shader | ||
99 | this._shader = new jshader(); | ||
100 | this._shader.def = radialBlurMaterialDef; | ||
101 | this._shader.init(); | ||
102 | |||
103 | // set up the material node | ||
104 | this._materialNode = createMaterialNode("radialBlurMaterial"); | ||
105 | this._materialNode.setShader(this._shader); | ||
106 | |||
107 | this._time = 0; | ||
108 | if (this._shader && this._shader.default) | ||
109 | this._shader.default.u_time.set( [this._time] ); | ||
110 | this.setProperty( "color", [this._time, 0, 0, 1] ); | ||
111 | |||
112 | // set the shader values in the shader | ||
113 | this.updateTexture(); | ||
114 | this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); | ||
115 | this.update( 0 ); | ||
116 | } | ||
117 | |||
118 | this.updateTexture = function() | ||
119 | { | ||
120 | var material = this._materialNode; | ||
121 | if (material) | ||
122 | { | ||
123 | var technique = material.shaderProgram.default; | ||
124 | var renderer = g_Engine.getContext().renderer; | ||
125 | if (renderer && technique) | ||
126 | { | ||
127 | var texMapName = this._propValues[this._propNames[0]]; | ||
128 | var tex = renderer.getTextureByName(texMapName, 'REPEAT'); | ||
129 | // if (tex) | ||
130 | // { | ||
131 | // var res = [tex.image.naturalWidth, tex.image.naturalHeight]; | ||
132 | // this.setResoloution( res ); | ||
133 | // } | ||
134 | technique.u_tex0.set( tex ); | ||
135 | } | ||
136 | } | ||
137 | } | ||
138 | |||
139 | this.update = function( time ) | ||
140 | { | ||
141 | var material = this._materialNode; | ||
142 | if (material) | ||
143 | { | ||
144 | var technique = material.shaderProgram.default; | ||
145 | var renderer = g_Engine.getContext().renderer; | ||
146 | if (renderer && technique) | ||
147 | { | ||
148 | if (this._shader && this._shader.default) | ||
149 | this._shader.default.u_time.set( [this._time] ); | ||
150 | var color = this.getProperty( "color" ); | ||
151 | color[0] = this._time; | ||
152 | this.setProperty( "color", color ); | ||
153 | //console.log( "update color to: " + color ); | ||
154 | this._time += this._dTime; | ||
155 | } | ||
156 | } | ||
157 | } | ||
158 | |||
159 | this.setResolution = function( res ) | ||
160 | { | ||
161 | var material = this._materialNode; | ||
162 | if (material) | ||
163 | { | ||
164 | var technique = material.shaderProgram.default; | ||
165 | var renderer = g_Engine.getContext().renderer; | ||
166 | if (renderer && technique) | ||
167 | { | ||
168 | technique.u_resolution.set( res ); | ||
169 | } | ||
170 | } | ||
171 | } | ||
172 | |||
173 | this.export = function() | ||
174 | { | ||
175 | // every material needs the base type and instance name | ||
176 | var exportStr = "material: " + this.getShaderName() + "\n"; | ||
177 | exportStr += "name: " + this.getName() + "\n"; | ||
178 | |||
179 | // every material needs to terminate like this | ||
180 | exportStr += "endMaterial\n"; | ||
181 | |||
182 | return exportStr; | ||
183 | } | ||
184 | |||
185 | this.import = function( importStr ) | ||
186 | { | ||
187 | var pu = new ParseUtils( importStr ); | ||
188 | var material = pu.nextValue( "material: " ); | ||
189 | if (material != this.getShaderName()) throw new Error( "ill-formed material" ); | ||
190 | this.setName( pu.nextValue( "name: ") ); | ||
191 | |||
192 | var rtnStr; | ||
193 | |||
194 | return rtnStr; | ||
195 | } | ||
196 | } | ||
197 | |||
198 | /////////////////////////////////////////////////////////////////////////////////////// | ||
199 | // RDGE shader | ||
200 | |||
201 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | ||
202 | var radialBlurMaterialDef = | ||
203 | {'shaders': | ||
204 | { | ||
205 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", | ||
206 | 'defaultFShader':"assets/shaders/radialBlur.frag.glsl" | ||
207 | }, | ||
208 | 'techniques': | ||
209 | { | ||
210 | 'default': | ||