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-rw-r--r--js/lib/rdge/materials/mandel-material.js166
1 files changed, 88 insertions, 78 deletions
diff --git a/js/lib/rdge/materials/mandel-material.js b/js/lib/rdge/materials/mandel-material.js
index 48377fe4..9c4ff701 100644
--- a/js/lib/rdge/materials/mandel-material.js
+++ b/js/lib/rdge/materials/mandel-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
@@ -35,103 +36,112 @@ var MandelMaterial = function MandelMaterial() {
35 /////////////////////////////////////////////////////////////////////// 36 ///////////////////////////////////////////////////////////////////////
36 // Instance variables 37 // Instance variables
37 /////////////////////////////////////////////////////////////////////// 38 ///////////////////////////////////////////////////////////////////////
38 this._name = "Mandel"; 39 this._name = "Mandel";
39 this._shaderName = "mandel"; 40 this._shaderName = "mandel";
40 41
41 this._time = 0.0; 42 this._time = 0.0;
42 this._dTime = 0.01; 43 this._dTime = 0.01;
43 44
44 /////////////////////////////////////////////////////////////////////// 45 ///////////////////////////////////////////////////////////////////////
45 // Properties 46 // Properties
46 /////////////////////////////////////////////////////////////////////// 47 ///////////////////////////////////////////////////////////////////////
47 // properties inherited from PulseMaterial 48 // properties inherited from PulseMaterial
48 49
49 /////////////////////////////////////////////////////////////////////// 50 ///////////////////////////////////////////////////////////////////////
50 // Material Property Accessors 51 // Material Property Accessors
51 /////////////////////////////////////////////////////////////////////// 52 ///////////////////////////////////////////////////////////////////////
52 var u_speed_index = 0; 53 var u_speed_index = 0;
53 this._propNames = [ "u_speed" ]; 54 this._propNames = [ "u_speed" ];
54 this._propLabels = [ "Speed" ]; 55 this._propLabels = [ "Speed" ];
55 this._propTypes = [ "float" ]; 56 this._propTypes = [ "float" ];
56 this._propValues = []; 57 this._propValues = [];
57 this._propValues[this._propNames[u_speed_index]] = 1.0; 58 this._propValues[this._propNames[u_speed_index]] = 1.0;
58 59
59 /////////////////////////////////////////////////////////////////////// 60 ///////////////////////////////////////////////////////////////////////
60 61
61 this.isAnimated = function() { return true; }; 62 this.isAnimated = function() { return true; };
62 this.getShaderDef = function() { return MandelMaterialDef; } 63 this.getShaderDef = function() { return MandelMaterialDef; }
63 64
64 /////////////////////////////////////////////////////////////////////// 65 ///////////////////////////////////////////////////////////////////////
65 // Methods 66 // Methods
66 /////////////////////////////////////////////////////////////////////// 67 ///////////////////////////////////////////////////////////////////////
67 // duplcate method requirde 68 // duplcate method requirde
68 69
69 this.init = function( world ) { 70 this.init = function( world ) {
70 // save the world 71 // save the world
71 if (world) this.setWorld( world ); 72 if (world) this.setWorld( world );
72 73
73 // set up the shader 74 // set up the shader
74 this._shader = new RDGE.jshader(); 75 this._shader = new RDGE.jshader();
75 this._shader.def = MandelMaterialDef; 76 this._shader.def = MandelMaterialDef;
76 this._shader.init(); 77 this._shader.init();
77 78
78 // set up the material node 79 // set up the material node
79 this._materialNode = RDGE.createMaterialNode("mandelMaterial" + "_" + world.generateUniqueNodeID()); 80 this._materialNode = RDGE.createMaterialNode("mandelMaterial" + "_" + world.generateUniqueNodeID());
80 this._materialNode.setShader(this._shader); 81 this._materialNode.setShader(this._shader);
81 82
82 this._time = 0; 83 this._time = 0;
83 if (this._shader && this._shader['default']) { 84 if (this._shader && this._shader['default']) {
84 this._shader['default'].u_time.set( [this._time] ); 85 this._shader['default'].u_time.set( [this._time] );
85 } 86 }
86 87
87 // set the shader values in the shader 88 // set the shader values in the shader
88 this.setShaderValues(); 89 this.setShaderValues();
89 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); 90 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
90 this.update( 0 ); 91 this.update( 0 );
91 }; 92 };
93
94 this.resetToDefault = function()
95 {
96 this._propValues[this._propNames[u_speed_index]] = 1.0;
97
98 var nProps = this._propNames.length;
99 for (var i=0; i<nProps; i++)
100 this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] );
101};
92}; 102};
93 103
94/////////////////////////////////////////////////////////////////////////////////////// 104///////////////////////////////////////////////////////////////////////////////////////
95// RDGE shader 105// RDGE shader
96 106
97// shader spec (can also be loaded from a .JSON file, or constructed at runtime) 107// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
98var MandelMaterialDef = 108var MandelMaterialDef =
99{'shaders': 109{'shaders':
100 { 110 {
101 'defaultVShader':"assets/shaders/Basic.vert.glsl", 111 'defaultVShader':"assets/shaders/Basic.vert.glsl",
102 'defaultFShader':"assets/shaders/Mandel.frag.glsl" 112 'defaultFShader':"assets/shaders/Mandel.frag.glsl"
103 }, 113 },
104 'techniques': 114 'techniques':
105 { 115 {
106 'default': 116 'default':
107 [ 117 [
108 { 118 {
109 'vshader' : 'defaultVShader', 119 'vshader' : 'defaultVShader',
110 'fshader' : 'defaultFShader', 120 'fshader' : 'defaultFShader',
111 // attributes 121 // attributes
112 'attributes' : 122 'attributes' :
113 { 123 {
114 'vert' : { 'type' : 'vec3' }, 124 'vert' : { 'type' : 'vec3' },
115 'normal' : { 'type' : 'vec3' }, 125 'normal' : { 'type' : 'vec3' },
116 'texcoord' : { 'type' : 'vec2' } 126 'texcoord' : { 'type' : 'vec2' }
117 }, 127 },
118 // parameters 128 // parameters
119 'params' : 129 'params' :
120 { 130 {
121 'u_time' : { 'type' : 'float' }, 131 'u_time' : { 'type' : 'float' },
122 'u_speed' : { 'type' : 'float' }, 132 'u_speed' : { 'type' : 'float' },
123 'u_resolution' : { 'type' : 'vec2' }, 133 'u_resolution' : { 'type' : 'vec2' },
124 }, 134 },
125 135
126 // render states 136 // render states
127 'states' : 137 'states' :
128 { 138 {
129 'depthEnable' : true, 139 'depthEnable' : true,
130 'offset':[1.0, 0.1] 140 'offset':[1.0, 0.1]
131 } 141 }
132 } 142 }
133 ] 143 ]
134 } 144 }
135}; 145};
136 146
137MandelMaterial.prototype = new PulseMaterial(); 147MandelMaterial.prototype = new PulseMaterial();