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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
8var Material = require("js/lib/rdge/materials/material").Material;
9var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
10var Texture = require("js/lib/rdge/texture").Texture;
11
12var FlagMaterial = function FlagMaterial() {
13 ///////////////////////////////////////////////////////////////////////
14 // Instance variables
15 ///////////////////////////////////////////////////////////////////////
16 this._name = "FlagMaterial";
17 this._shaderName = "flag";
18
19 this._texMap = 'assets/images/us_flag.png';
20
21 this._time = 0.0;
22 this._dTime = 0.1;
23
24 this._defaultWaveWidth = 1.0;
25 this._defaultWaveHeight = 1.0;
26
27 this._hasVertexDeformation = true;
28
29 ///////////////////////////////////////////////////////////////////////
30 // Properties
31 ///////////////////////////////////////////////////////////////////////
32 // all defined in parent PulseMaterial.js
33 // load the local default value
34 this._propNames = ["texmap", "wavewidth", "waveheight" ];
35 this._propLabels = ["Texture map", "Wave Width", "Wave Height" ];
36 this._propTypes = ["file", "float", "float" ];
37 this._propValues = [];
38
39 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
40 this._propValues[ this._propNames[1] ] = this._defaultWaveWidth;
41 this._propValues[ this._propNames[2] ] = this._defaultWaveHeight;
42
43 // a material can be animated or not. default is not.
44 // Any material needing continuous rendering should override this method
45 this.isAnimated = function() { return true; };
46
47 ///////////////////////////////////////////////////////////////////////
48 // Methods
49 ///////////////////////////////////////////////////////////////////////
50 // duplcate method requirde
51 this.dup = function( world )
52 {
53 // get the current values;
54 var propNames = [], propValues = [], propTypes = [], propLabels = [];
55 this.getAllProperties(propNames, propValues, propTypes, propLabels);
56
57 // allocate a new uber material
58 var newMat = new FlagMaterial();
59
60 // copy over the current values;
61 var n = propNames.length;
62 for (var i = 0; i < n; i++)
63 newMat.setProperty(propNames[i], propValues[i]);
64
65 return newMat;
66 };
67
68 this.init = function( world )
69 {
70 // save the world
71 if (world) this.setWorld( world );
72
73 // set up the shader
74 this._shader = new RDGE.jshader();
75 this._shader.def = flagMaterialDef;
76 this._shader.init();
77
78 // set up the material node
79 this._materialNode = RDGE.createMaterialNode("flagMaterial" + "_" + world.generateUniqueNodeID());
80 this._materialNode.setShader(this._shader);
81
82 this._time = 0;
83 if (this._shader && this._shader['default']) {
84 this._shader['default'].u_time.set( [this._time] );
85 this._shader['default'].u_waveWidth.set( [this._propValues[ this._propNames[1] ]] );
86 this._shader['default'].u_waveHeight.set( [this._propValues[ this._propNames[2] ]] );
87 }
88
89 // set up the texture
90 var texMapName = this._propValues[this._propNames[0]];
91 this._glTex = new Texture( world, texMapName );
92
93 // set the shader values in the shader
94 this.updateTexture();
95 this.update( 0 );
96 }
97};
98
99///////////////////////////////////////////////////////////////////////////////////////
100// RDGE shader
101
102// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
103var flagMaterialDef =
104{'shaders':
105 {
106 'defaultVShader':"assets/shaders/Flag.vert.glsl",
107 'defaultFShader':"assets/shaders/Flag.frag.glsl"
108 },
109 'techniques':
110 {
111 'default':
112 [
113 {
114 'vshader' : 'defaultVShader',
115 'fshader' : 'defaultFShader',
116 // attributes
117 'attributes' :
118 {
119 'vert' : { 'type' : 'vec3' },
120 'normal' : { 'type' : 'vec3' },
121 'texcoord' : { 'type' : 'vec2' }
122 },
123 // parameters
124 'params' :
125 {
126 'u_tex0': { 'type' : 'tex2d' },
127 'u_time' : { 'type' : 'float' },
128 'u_waveWidth' : { 'type' : 'float' },
129 'u_waveHeight' : { 'type' : 'float' }
130 },
131
132 // render states
133 'states' :
134 {
135 'depthEnable' : true,
136 'offset':[1.0, 0.1]
137 }
138 }
139 ]
140 }
141};
142
143FlagMaterial.prototype = new PulseMaterial();
144
145if (typeof exports === "object") {
146 exports.FlagMaterial = FlagMaterial;
147}
148
149
150
151