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-rw-r--r--js/lib/rdge/materials/flag-material.js195
1 files changed, 104 insertions, 91 deletions
diff --git a/js/lib/rdge/materials/flag-material.js b/js/lib/rdge/materials/flag-material.js
index b87013ba..4b80f126 100644
--- a/js/lib/rdge/materials/flag-material.js
+++ b/js/lib/rdge/materials/flag-material.js
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -37,19 +38,19 @@ var FlagMaterial = function FlagMaterial() {
37 /////////////////////////////////////////////////////////////////////// 38 ///////////////////////////////////////////////////////////////////////
38 // Instance variables 39 // Instance variables
39 /////////////////////////////////////////////////////////////////////// 40 ///////////////////////////////////////////////////////////////////////
40 this._name = "Flag"; 41 this._name = "Flag";
41 this._shaderName = "flag"; 42 this._shaderName = "flag";
42 43
43 this._texMap = 'assets/images/us_flag.png'; 44 this._texMap = 'assets/images/us_flag.png';
44 45
45 this._time = 0.0; 46 this._time = 0.0;
46 this._dTime = 0.1; 47 this._dTime = 0.1;
47 48
48 this._speed = 1.0; 49 this._speed = 1.0;
49 this._waveWidth = 1.0; 50 this._waveWidth = 1.0;
50 this._waveHeight = 1.0; 51 this._waveHeight = 1.0;
51 52
52 this._hasVertexDeformation = true; 53 this._hasVertexDeformation = true;
53 54
54 // array textures indexed by shader uniform name 55 // array textures indexed by shader uniform name
55 this._glTextures = []; 56 this._glTextures = [];
@@ -57,96 +58,108 @@ var FlagMaterial = function FlagMaterial() {
57 /////////////////////////////////////////////////////////////////////// 58 ///////////////////////////////////////////////////////////////////////
58 // Properties 59 // Properties
59 /////////////////////////////////////////////////////////////////////// 60 ///////////////////////////////////////////////////////////////////////
60 // all defined in parent PulseMaterial.js 61 // all defined in parent PulseMaterial.js
61 // load the local default value 62 // load the local default value
62 this._propNames = ["u_tex0", "u_waveWidth", "u_waveHeight", "u_speed" ]; 63 this._propNames = ["u_tex0", "u_waveWidth", "u_waveHeight", "u_speed" ];
63 this._propLabels = ["Texture map", "Wave Width", "Wave Height", "Speed" ]; 64 this._propLabels = ["Texture map", "Wave Width", "Wave Height", "Speed" ];
64 this._propTypes = ["file", "float", "float", "float" ]; 65 this._propTypes = ["file", "float", "float", "float" ];
65 this._propValues = []; 66 this._propValues = [];
66 67
67 this._propValues[ this._propNames[0] ] = this._texMap.slice(0); 68 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
68 this._propValues[ this._propNames[1] ] = this._waveWidth; 69 this._propValues[ this._propNames[1] ] = this._waveWidth;
69 this._propValues[ this._propNames[2] ] = this._waveHeight; 70 this._propValues[ this._propNames[2] ] = this._waveHeight;
70 this._propValues[ this._propNames[3] ] = this._speed; 71 this._propValues[ this._propNames[3] ] = this._speed;
71 72
72 73
73 // a material can be animated or not. default is not. 74 // a material can be animated or not. default is not.
74 // Any material needing continuous rendering should override this method 75 // Any material needing continuous rendering should override this method
75 this.isAnimated = function() { return true; }; 76 this.isAnimated = function() { return true; };
76 this.getShaderDef = function() { return flagMaterialDef; } 77 this.getShaderDef = function() { return flagMaterialDef; }
77 78
78 /////////////////////////////////////////////////////////////////////// 79 ///////////////////////////////////////////////////////////////////////
79 // Methods 80 // Methods
80 /////////////////////////////////////////////////////////////////////// 81 ///////////////////////////////////////////////////////////////////////
81 // duplcate method requirde 82 // duplcate method requirde
83
84 this.init = function( world )
85 {
86 // save the world
87 if (world) this.setWorld( world );
88
89 // set up the shader
90 this._shader = new RDGE.jshader();
91 this._shader.def = flagMaterialDef;
92 this._shader.init();
93
94 // set up the material node
95 this._materialNode = RDGE.createMaterialNode("flagMaterial" + "_" + world.generateUniqueNodeID());
96 this._materialNode.setShader(this._shader);
82 97
83 this.init = function( world ) 98 this._time = 0;
99 if (this._shader && this._shader['default'])
100 this._shader['default'].u_time.set( [this._time] );
101
102 // set the shader values in the shader
103 this.setShaderValues();
104 this.update( 0 );
105 }
106
107 this.resetToDefault = function()
84 { 108 {
85 // save the world 109 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
86 if (world) this.setWorld( world ); 110 this._propValues[ this._propNames[1] ] = this._waveWidth;
87 111 this._propValues[ this._propNames[2] ] = this._waveHeight;
88 // set up the shader 112 this._propValues[ this._propNames[3] ] = this._speed;
89 this._shader = new RDGE.jshader(); 113
90 this._shader.def = flagMaterialDef; 114 var nProps = this._propNames.length;
91 this._shader.init(); 115 for (var i=0; i<nProps; i++)
92 116 this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] );
93 // set up the material node 117};
94 this._materialNode = RDGE.createMaterialNode("flagMaterial" + "_" + world.generateUniqueNodeID());
95 this._materialNode.setShader(this._shader);
96
97 this._time = 0;
98 if (this._shader && this._shader['default'])
99 this._shader['default'].u_time.set( [this._time] );
100
101 // set the shader values in the shader
102 this.setShaderValues();
103 this.update( 0 );
104 }
105}; 118};
106 119
107/////////////////////////////////////////////////////////////////////////////////////// 120///////////////////////////////////////////////////////////////////////////////////////
108// RDGE shader 121// RDGE shader
109 122
110// shader spec (can also be loaded from a .JSON file, or constructed at runtime) 123// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
111var flagMaterialDef = 124var flagMaterialDef =
112{'shaders': 125{'shaders':
113 { 126 {
114 'defaultVShader':"assets/shaders/Flag.vert.glsl", 127 'defaultVShader':"assets/shaders/Flag.vert.glsl",
115 'defaultFShader':"assets/shaders/Flag.frag.glsl" 128 'defaultFShader':"assets/shaders/Flag.frag.glsl"
116 }, 129 },
117 'techniques': 130 'techniques':
118 { 131 {
119 'default': 132 'default':
120 [ 133 [
121 { 134 {
122 'vshader' : 'defaultVShader', 135 'vshader' : 'defaultVShader',
123 'fshader' : 'defaultFShader', 136 'fshader' : 'defaultFShader',
124 // attributes 137 // attributes
125 'attributes' : 138 'attributes' :
126 { 139 {
127 'vert' : { 'type' : 'vec3' }, 140 'vert' : { 'type' : 'vec3' },
128 'normal' : { 'type' : 'vec3' }, 141 'normal' : { 'type' : 'vec3' },
129 'texcoord' : { 'type' : 'vec2' } 142 'texcoord' : { 'type' : 'vec2' }
130 }, 143 },
131 // parameters 144 // parameters
132 'params' : 145 'params' :
133 { 146 {
134 'u_tex0': { 'type' : 'tex2d' }, 147 'u_tex0': { 'type' : 'tex2d' },
135 'u_time' : { 'type' : 'float' }, 148 'u_time' : { 'type' : 'float' },
136 'u_speed' : { 'type' : 'float' }, 149 'u_speed' : { 'type' : 'float' },
137 'u_waveWidth' : { 'type' : 'float' }, 150 'u_waveWidth' : { 'type' : 'float' },
138 'u_waveHeight' : { 'type' : 'float' } 151 'u_waveHeight' : { 'type' : 'float' }
139 },