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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
7var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
8
9var FlyMaterial = function FlyMaterial() {
10 ///////////////////////////////////////////////////////////////////////
11 // Instance variables
12 ///////////////////////////////////////////////////////////////////////
13 this._name = "FlyMaterial";
14 this._shaderName = "fly";
15
16 this._texMap = 'assets/images/rocky-normal.jpg';
17
18 this._time = 0.0;
19 this._dTime = 0.01;
20
21 ///////////////////////////////////////////////////////////////////////
22 // Properties
23 ///////////////////////////////////////////////////////////////////////
24 // all defined in parent PulseMaterial.js
25 // load the local default value
26 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
27
28 ///////////////////////////////////////////////////////////////////////
29 // Methods
30 ///////////////////////////////////////////////////////////////////////
31 // duplcate method requirde
32 this.dup = function( world ) {
33 // allocate a new uber material
34 var newMat = new FlyMaterial();
35
36 // copy over the current values;
37 var propNames = [], propValues = [], propTypes = [], propLabels = [];
38 this.getAllProperties( propNames, propValues, propTypes, propLabels);
39 var n = propNames.length;
40 for (var i=0; i<n; i++)
41 newMat.setProperty( propNames[i], propValues[i] );
42
43 return newMat;
44 };
45
46 this.init = function( world ) {
47 // save the world
48 if (world) this.setWorld( world );
49
50 // set up the shader
51 this._shader = new jshader();
52 this._shader.def = flyMaterialDef;
53 this._shader.init();
54
55 // set up the material node
56 this._materialNode = createMaterialNode("flyMaterial");
57 this._materialNode.setShader(this._shader);
58
59 this._time = 0;
60 if (this._shader && this._shader['default']) {
61 this._shader['default'].u_time.set( [this._time] );
62 }
63
64 // set the shader values in the shader
65 this.updateTexture();
66 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
67 this.update( 0 );
68 }
69};
70
71///////////////////////////////////////////////////////////////////////////////////////
72// RDGE shader
73
74// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
75var flyMaterialDef =
76{'shaders':
77 {
78 'defaultVShader':"assets/shaders/Basic.vert.glsl",
79 'defaultFShader':"assets/shaders/Fly.frag.glsl"
80 },
81 'techniques':
82 {
83 'default':
84 [
85 {
86 'vshader' : 'defaultVShader',
87 'fshader' : 'defaultFShader',
88 // attributes
89 'attributes' :
90 {
91 'vert' : { 'type' : 'vec3' },
92 'normal' : { 'type' : 'vec3' },
93 'texcoord' : { 'type' : 'vec2' }
94 },
95 // parameters
96 'params' :
97 {
98 'u_tex0': { 'type' : 'tex2d' },
99 'u_time' : { 'type' : 'float' },
100 'u_resolution' : { 'type' : 'vec2' },
101 },
102
103 // render states
104 'states' :
105 {
106 'depthEnable' : true,
107 'offset':[1.0, 0.1]
108 }
109 }
110 ]
111 }
112};
113
114FlyMaterial.prototype = new PulseMaterial();
115
116if (typeof exports === "object") {
117 exports.FlyMaterial = FlyMaterial;
118}
119