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Diffstat (limited to 'js/lib/rdge/materials/flag-material.js')
-rw-r--r-- | js/lib/rdge/materials/flag-material.js | 249 |
1 files changed, 249 insertions, 0 deletions
diff --git a/js/lib/rdge/materials/flag-material.js b/js/lib/rdge/materials/flag-material.js new file mode 100644 index 00000000..d1788fb8 --- /dev/null +++ b/js/lib/rdge/materials/flag-material.js | |||
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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 | var Material = require("js/lib/rdge/materials/material").Material; | ||
9 | var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; | ||
10 | var Texture = require("js/lib/rdge/texture").Texture; | ||
11 | |||
12 | var 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._speed = 1.0; | ||
25 | this._waveWidth = 1.0; | ||
26 | this._waveHeight = 1.0; | ||
27 | |||
28 | this._hasVertexDeformation = true; | ||
29 | |||
30 | /////////////////////////////////////////////////////////////////////// | ||
31 | // Properties | ||
32 | /////////////////////////////////////////////////////////////////////// | ||
33 | // all defined in parent PulseMaterial.js | ||
34 | // load the local default value | ||
35 | this._propNames = ["texmap", "wavewidth", "waveheight", "speed" ]; | ||
36 | this._propLabels = ["Texture map", "Wave Width", "Wave Height", "Speed" ]; | ||
37 | this._propTypes = ["file", "float", "float", "float" ]; | ||
38 | this._propValues = []; | ||
39 | |||
40 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | ||
41 | this._propValues[ this._propNames[1] ] = this._waveWidth; | ||
42 | this._propValues[ this._propNames[2] ] = this._waveHeight; | ||
43 | this._propValues[ this._propNames[3] ] = this._speed; | ||
44 | |||
45 | |||
46 | // a material can be animated or not. default is not. | ||
47 | // Any material needing continuous rendering should override this method | ||
48 | this.isAnimated = function() { return true; }; | ||
49 | |||
50 | /////////////////////////////////////////////////////////////////////// | ||
51 | // Methods | ||
52 | /////////////////////////////////////////////////////////////////////// | ||
53 | // duplcate method requirde | ||
54 | this.dup = function( world ) | ||
55 | { | ||
56 | // get the current values; | ||
57 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | ||
58 | this.getAllProperties(propNames, propValues, propTypes, propLabels); | ||
59 | |||
60 | // allocate a new uber material | ||
61 | var newMat = new FlagMaterial(); | ||
62 | |||
63 | // copy over the current values; | ||
64 | var n = propNames.length; | ||
65 | for (var i = 0; i < n; i++) | ||
66 | newMat.setProperty(propNames[i], propValues[i]); | ||
67 | |||
68 | return newMat; | ||
69 | }; | ||
70 | |||
71 | this.setProperty = function( prop, value ) | ||
72 | { | ||
73 | // make sure we have legitimate imput | ||
74 | var ok = this.validateProperty( prop, value ); | ||
75 | if (!ok) { | ||
76 | console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); | ||
77 | } | ||
78 | |||
79 | switch (prop) | ||
80 | { | ||
81 | case "texmap": | ||
82 | this.setTextureMap(value); | ||
83 | break; | ||
84 | |||
85 | case "wavewidth": | ||
86 | this._waveWidth = value; | ||
87 | this._propValues[ this._propNames[1] ] = this._waveWidth; | ||
88 | this.updateParameters(); | ||
89 | break; | ||
90 | |||
91 | case "waveheight": | ||
92 | this._waveHeight = value; | ||
93 | this._propValues[ this._propNames[2] ] = this._waveHeight; | ||
94 | this.updateParameters(); | ||
95 | break; | ||
96 | |||
97 | case "speed": | ||
98 | this._speed = value; | ||
99 | this._propValues[ this._propNames[3] ] = this._speed; | ||
100 | this.updateParameters(); | ||
101 | break; | ||
102 | |||
103 | case "color": | ||
104 | break; | ||
105 | } | ||
106 | }; | ||
107 | |||
108 | |||
109 | this.updateParameters = function() | ||
110 | { | ||
111 | this._propValues[ this._propNames[1] ] = this._waveWidth; | ||
112 | this._propValues[ this._propNames[2] ] = this._waveHeight; | ||
113 | this._propValues[ this._propNames[3] ] = this._speed; | ||
114 | |||
115 | var material = this._materialNode; | ||
116 | if (material) | ||
117 | { | ||
118 | var technique = material.shaderProgram['default']; | ||
119 | var renderer = RDGE.globals.engine.getContext().renderer; | ||
120 | if (renderer && technique) | ||
121 | { | ||
122 | |||
123 | if (this._shader && this._shader['default']) { | ||
124 | this._shader['default'].u_speed.set( [this._speed] ); | ||
125 | this._shader['default'].u_waveWidth.set( [this._waveWidth] ); | ||
126 | this._shader['default'].u_waveHeight.set( [this._waveHeight] ); | ||
127 | } | ||
128 | } | ||
129 | } | ||
130 | }; | ||
131 | |||
132 | |||
133 | this.init = function( world ) | ||
134 | { | ||
135 | // save the world | ||
136 | if (world) this.setWorld( world ); | ||
137 | |||
138 | // set up the shader | ||
139 | this._shader = new RDGE.jshader(); | ||
140 | this._shader.def = flagMaterialDef; | ||
141 | this._shader.init(); | ||
142 | |||
143 | // set up the material node | ||
144 | this._materialNode = RDGE.createMaterialNode("flagMaterial" + "_" + world.generateUniqueNodeID()); | ||
145 | this._materialNode.setShader(this._shader); | ||
146 | |||
147 | this._time = 0; | ||
148 | if (this._shader && this._shader['default']) { | ||
149 | this._shader['default'].u_time.set( [this._time] ); | ||
150 | this._shader['default'].u_waveWidth.set( [this._propValues[ this._propNames[1] ]] ); | ||
151 | this._shader['default'].u_waveHeight.set( [this._propValues[ this._propNames[2] ]] ); | ||
152 | } | ||
153 | |||
154 | // set up the texture | ||
155 | var texMapName = this._propValues[this._propNames[0]]; | ||
156 | this._glTex = new Texture( world, texMapName ); | ||
157 | |||
158 | // set the shader values in the shader | ||
159 | this.updateParameters(); | ||
160 | this.updateTexture(); | ||
161 | this.update( 0 ); | ||
162 | } | ||
163 | |||
164 | this.exportJSON = function () { | ||
165 | var jObj = | ||
166 | { | ||
167 | 'material' : this.getShaderName(), | ||
168 | 'name' : this.getName(), | ||
169 | |||
170 | 'texMap' : this._propValues[this._propNames[0]], | ||
171 | 'waveWidth' : this._propValues[this._propNames[1]], | ||
172 | 'waveHeight' : this._propValues[this._propNames[2]], | ||
173 | 'speed' : this._propValues[this._propNames[3]] | ||
174 | }; | ||
175 | |||
176 | return jObj; | ||
177 | }; | ||
178 | |||
179 | this.importJSON = function (jObj) { | ||
180 | if (this.getShaderName() != jObj.material) throw new Error("ill-formed material"); | ||
181 | this.setName(jObj.name); | ||
182 | |||
183 | try { | ||
184 | |||
185 | this._texMap = this._propValues[this._propNames[0]] = jObj.texMap; | ||
186 | this._waveWidth = this._propValues[this._propNames[1]] = jObj.waveWidth; | ||
187 | this._waveHeight = this._propValues[this._propNames[2]] = jObj.waveHeight; | ||
188 | this._speed = this._propValues[this._propNames[3]] = jObj.speed; | ||
189 | } | ||
190 | catch (e) { | ||
191 | throw new Error("could not import material: " + importStr); | ||
192 | } | ||
193 | }; | ||
194 | }; | ||
195 | |||
196 | /////////////////////////////////////////////////////////////////////////////////////// | ||
197 | // RDGE shader | ||
198 | |||
199 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | ||
200 | var flagMaterialDef = | ||
201 | {'shaders': | ||
202 | { | ||
203 | 'defaultVShader':"assets/shaders/Flag.vert.glsl", | ||
204 | 'defaultFShader':"assets/shaders/Flag.frag.glsl" | ||
205 | }, | ||
206 | 'techniques': | ||
207 | { | ||
208 | 'default': | ||
209 | [ | ||
210 | { | ||
211 | 'vshader' : 'defaultVShader', | ||
212 | 'fshader' : 'defaultFShader', | ||
213 | // attributes | ||
214 | 'attributes' : | ||
215 | { | ||
216 | 'vert' : { 'type' : 'vec3' }, | ||
217 | 'normal' : { 'type' : 'vec3' }, | ||
218 | 'texcoord' : { 'type' : 'vec2' } | ||
219 | }, | ||
220 | // parameters | ||
221 | 'params' : | ||
222 | { | ||
223 | 'u_tex0': { 'type' : 'tex2d' }, | ||
224 | 'u_time' : { 'type' : 'float' }, | ||