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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 KeleidoscopeMaterial()
14{
15 // initialize the inherited members
16 this.inheritedFrom = PulseMaterial;
17 this.inheritedFrom();
18
19 ///////////////////////////////////////////////////////////////////////
20 // Instance variables
21 ///////////////////////////////////////////////////////////////////////
22 this._name = "KeleidoscopeMaterial";
23 this._shaderName = "keleidoscope";
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 // all defined in parent PulseMaterial.js
34 // load the local default value
35 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
36
37 ///////////////////////////////////////////////////////////////////////
38 // Material Property Accessors
39 ///////////////////////////////////////////////////////////////////////
40
41 ///////////////////////////////////////////////////////////////////////
42
43
44 ///////////////////////////////////////////////////////////////////////
45 // Methods
46 ///////////////////////////////////////////////////////////////////////
47 // duplcate method requirde
48 this.dup = function( world )
49 {
50 // allocate a new uber material
51 var newMat = new KeleidoscopeMaterial();
52
53 // copy over the current values;
54 var propNames = [], propValues = [], propTypes = [], propLabels = [];
55 this.getAllProperties( propNames, propValues, propTypes, propLabels);
56 var n = propNames.length;
57 for (var i=0; i<n; i++)
58 newMat.setProperty( propNames[i], propValues[i] );
59
60 return newMat;
61 }
62
63 this.init = function( world )
64 {
65 // save the world
66 if (world) this.setWorld( world );
67
68 // set up the shader
69 this._shader = new jshader();
70 this._shader.def = keleidoscopeMaterialDef;
71 this._shader.init();
72
73 // set up the material node
74 this._materialNode = createMaterialNode("keleidoscopeMaterial_" + world.generateUniqueNodeID());
75 this._materialNode.setShader(this._shader);
76
77 this._time = 0;
78 if (this._shader && this._shader.default)
79 this._shader.default.u_time.set( [this._time] );
80
81 // set the shader values in the shader
82 this.updateTexture();
83 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
84 this.update( 0 );
85 }
86
87 this.update = function( time )
88 {
89 var material = this._materialNode;
90 if (material)
91 {
92 var technique = material.shaderProgram.default;
93 var renderer = g_Engine.getContext().renderer;
94 if (renderer && technique)
95 {
96 if (this._shader && this._shader.default)
97 this._shader.default.u_time.set( [this._time] );
98 this._time = time;
99 }
100 }
101 }
102}
103
104///////////////////////////////////////////////////////////////////////////////////////
105// RDGE shader
106
107// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
108var keleidoscopeMaterialDef =
109{'shaders':
110 {
111 'defaultVShader':"assets/shaders/Basic.vert.glsl",
112 'defaultFShader':"assets/shaders/Keleidoscope.frag.glsl"
113 },
114 'techniques':
115 {
116 'default':
117 [
118 {
119 'vshader' : 'defaultVShader',
120 'fshader' : 'defaultFShader',
121 // attributes
122 'attributes' :
123 {
124 'vert' : { 'type' : 'vec3' },
125 'normal' : { 'type' : 'vec3' },
126 'texcoord' : { 'type' : 'vec2' }
127 },
128 // parameters
129 'params' :
130 {
131 'u_tex0': { 'type' : 'tex2d' },
132 'u_time' : { 'type' : 'float' },
133 'u_resolution' : { 'type' : 'vec2' },
134 },
135
136 // render states
137 'states' :
138 {
139 'depthEnable' : true,
140 'offset':[1.0, 0.1]
141 },
142 },
143 ]
144 }
145};
146
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