diff options
Diffstat (limited to 'js/lib/rdge/materials/pulse-material.js')
-rw-r--r-- | js/lib/rdge/materials/pulse-material.js | 343 |
1 files changed, 178 insertions, 165 deletions
diff --git a/js/lib/rdge/materials/pulse-material.js b/js/lib/rdge/materials/pulse-material.js index 4d5a158d..a1b28d66 100644 --- a/js/lib/rdge/materials/pulse-material.js +++ b/js/lib/rdge/materials/pulse-material.js | |||
@@ -1,24 +1,25 @@ | |||
1 | /* <copyright> | 1 | /* <copyright> |
2 | Copyright (c) 2012, Motorola Mobility, Inc | 2 | Copyright (c) 2012, Motorola Mobility LLC. |
3 | All Rights Reserved. | 3 | All Rights Reserved. |
4 | BSD License. | ||
5 | 4 | ||
6 | Redistribution and use in source and binary forms, with or without | 5 | Redistribution and use in source and binary forms, with or without |
7 | modification, are permitted provided that the following conditions are met: | 6 | modification, 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 | ||
18 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | 19 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
19 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 20 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
20 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | 21 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
21 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE | 22 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
22 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | 23 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
23 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | 24 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
24 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | 25 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
@@ -37,176 +38,188 @@ var Texture = require("js/lib/rdge/texture").Texture; | |||
37 | /////////////////////////////////////////////////////////////////////// | 38 | /////////////////////////////////////////////////////////////////////// |
38 | var PulseMaterial = function PulseMaterial() | 39 | var PulseMaterial = function PulseMaterial() |
39 | { | 40 | { |
40 | var MaterialLibrary = require("js/models/materials-model").MaterialsModel; | 41 | var MaterialLibrary = require("js/models/materials-model").MaterialsModel; |
41 | 42 | ||
42 | // initialize the inherited members | 43 | // initialize the inherited members |
43 | this.inheritedFrom = Material; | 44 | this.inheritedFrom = Material; |
44 | this.inheritedFrom(); | 45 | this.inheritedFrom(); |
45 | 46 | ||
46 | /////////////////////////////////////////////////////////////////////// | 47 | /////////////////////////////////////////////////////////////////////// |
47 | // Instance variables | 48 | // Instance variables |
48 | /////////////////////////////////////////////////////////////////////// | 49 | /////////////////////////////////////////////////////////////////////// |
49 | this._name = "Pulse"; | 50 | this._name = "Pulse"; |
50 | this._shaderName = "pulse"; | 51 | this._shaderName = "pulse"; |
51 | 52 | ||
52 | this._texMap = 'assets/images/cubelight.png'; | 53 | this._texMap = 'assets/images/cubelight.png'; |
53 | 54 | ||
54 | this._time = 0.0; | 55 | this._time = 0.0; |
55 | this._dTime = 0.01; | 56 | this._dTime = 0.01; |
56 | 57 | ||
57 | this._glTextures = []; | 58 | this._glTextures = []; |
58 | 59 | ||
59 | /////////////////////////////////////////////////////////////////////// | 60 | /////////////////////////////////////////////////////////////////////// |
60 | // Property Accessors | 61 | // Property Accessors |
61 | /////////////////////////////////////////////////////////////////////// | 62 | /////////////////////////////////////////////////////////////////////// |
62 | this.isAnimated = function() { return true; }; | 63 | this.isAnimated = function() { return true; }; |
63 | this.getShaderDef = function() { return pulseMaterialDef; } | 64 | this.getShaderDef = function() { return pulseMaterialDef; } |
64 | 65 | ||
65 | /////////////////////////////////////////////////////////////////////// | 66 | /////////////////////////////////////////////////////////////////////// |
66 | // Material Property Accessors | 67 | // Material Property Accessors |
67 | /////////////////////////////////////////////////////////////////////// | 68 | /////////////////////////////////////////////////////////////////////// |
68 | 69 | ||
69 | var u_tex0_index = 0, | 70 | var u_tex0_index = 0, |
70 | u_xScale_index = 1, | 71 | u_xScale_index = 1, |
71 | u_yScale_index = 2, | 72 | u_yScale_index = 2, |
72 | u_speed_index = 3; | 73 | u_speed_index = 3; |
73 | 74 | ||
74 | this._propNames = ["u_tex0", "u_xscale", "u_yscale", "u_speed" ]; | 75 | this._propNames = ["u_tex0", "u_xscale", "u_yscale", "u_speed" ]; |
75 | this._propLabels = ["Texture map", "X Range", "Y Range", "Speed" ]; | 76 | this._propLabels = ["Texture map", "X Range", "Y Range", "Speed" ]; |
76 | this._propTypes = ["file", "float", "float", "float"]; | 77 | this._propTypes = ["file", "float", "float", "float"]; |
77 | this._propValues = []; | 78 | this._propValues = []; |
78 | 79 | ||
79 | this._propValues[ this._propNames[ u_tex0_index] ] = this._texMap.slice(0); | 80 | this._propValues[ this._propNames[ u_tex0_index] ] = this._texMap.slice(0); |
80 | this._propValues[ this._propNames[u_xScale_index] ] = 0.5; | 81 | this._propValues[ this._propNames[u_xScale_index] ] = 0.5; |
81 | this._propValues[ this._propNames[u_yScale_index] ] = 0.4; | 82 | this._propValues[ this._propNames[u_yScale_index] ] = 0.4; |
82 | this._propValues[ this._propNames[ u_speed_index] ] = 1.0; | 83 | this._propValues[ this._propNames[ u_speed_index] ] = 1.0; |
83 | /////////////////////////////////////////////////////////////////////// | 84 | /////////////////////////////////////////////////////////////////////// |
84 | 85 | ||
85 | 86 | ||
86 | /////////////////////////////////////////////////////////////////////// | 87 | /////////////////////////////////////////////////////////////////////// |
87 | // Methods | 88 | // Methods |
88 | /////////////////////////////////////////////////////////////////////// | 89 | /////////////////////////////////////////////////////////////////////// |
89 | // duplicate method required | 90 | // duplicate method required |
90 | 91 | ||
91 | this.init = function( world ) | 92 | this.init = function( world ) |
92 | { | 93 | { |
93 | // save the world | 94 | // save the world |
94 | if (world) this.setWorld( world ); | 95 | if (world) this.setWorld( world ); |
95 | 96 | ||
96 | // this variable declared above is inherited set to a smaller delta. | 97 | // this variable declared above is inherited set to a smaller delta. |
97 | // the pulse material runs a little faster | 98 | // the pulse material runs a little faster |
98 | this._dTime = 0.01; | 99 | this._dTime = 0.01; |
99 | 100 | ||
100 | // set up the shader | 101 | // set up the shader |
101 | this._shader = new RDGE.jshader(); | 102 | this._shader = new RDGE.jshader(); |
102 | this._shader.def = pulseMaterialDef; | 103 | this._shader.def = pulseMaterialDef; |
103 | this._shader.init(); | 104 | this._shader.init(); |
104 | 105 | ||
105 | // set up the material node | 106 | // set up the material node |
106 | this._materialNode = RDGE.createMaterialNode("pulseMaterial" + "_" + world.generateUniqueNodeID()); | 107 | this._materialNode = RDGE.createMaterialNode("pulseMaterial" + "_" + world.generateUniqueNodeID()); |
107 | this._materialNode.setShader(this._shader); | 108 | this._materialNode.setShader(this._shader); |
108 | 109 | ||
109 | this._time = 0; | 110 | this._time = 0; |
110 | if (this._shader && this._shader['default']) { | 111 | if (this._shader && this._shader['default']) { |
111 | this._shader['default'].u_time.set( [this._time] ); | 112 | this._shader['default'].u_time.set( [this._time] ); |
112 | } | 113 | } |
113 | 114 | ||
114 | // set the shader values in the shader | 115 | // set the shader values in the shader |
115 | this.setShaderValues(); | 116 | this.setShaderValues(); |
116 | this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); | 117 | this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); |
117 | this.update( 0 ); | 118 | this.update( 0 ); |
118 | }; | 119 | }; |
119 | 120 | ||
120 | this.update = function( time ) | 121 | this.resetToDefault = function() |
121 | { | 122 | { |
122 | var material = this._materialNode; | 123 | this._propValues[ this._propNames[ u_tex0_index] ] = this._texMap.slice(0); |
123 | if (material) | 124 | this._propValues[ this._propNames[u_xScale_index] ] = 0.5; |
124 | { | 125 | this._propValues[ this._propNames[u_yScale_index] ] = 0.4; |
125 | var technique = material.shaderProgram['default']; | 126 | this._propValues[ this._propNames[ u_speed_index] ] = 1.0; |
126 | var renderer = RDGE.globals.engine.getContext().renderer; | 127 | |
127 | if (renderer && technique) | 128 | var nProps = this._propNames.length; |
128 | { | 129 | for (var i=0; i<nProps; i++) |
129 | var glTex = this._glTextures["u_tex0"]; | 130 | this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] ); |
130 | if (glTex) | ||
131 | { | ||
132 | //this.updateTexture(); | ||
133 | if (glTex.isAnimated()) | ||
134 | glTex.render(); | ||
135 | tex = glTex.getTexture(); | ||
136 | if (tex) | ||
137 | technique.u_tex0.set( tex ); | ||
138 | } | ||
139 | |||
140 | if (this._shader && this._shader['default']) { | ||
141 | this._shader['default'].u_time.set( [this._time] ); | ||
142 | } | ||
143 | this._time += this._dTime; | ||
144 | } | ||
145 | } | ||
146 | }; | 131 | }; |
147 | 132 | ||
148 | this.setResolution = function( res ) { | 133 | this.update = function( time ) |
149 | var material = this._materialNode; | 134 | { |
150 | if (material) { | 135 | var material = this._materialNode; |
151 | var technique = material.shaderProgra |