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Diffstat (limited to 'js/lib/rdge/materials/pulse-material.js')
-rw-r--r-- | js/lib/rdge/materials/pulse-material.js | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/js/lib/rdge/materials/pulse-material.js b/js/lib/rdge/materials/pulse-material.js new file mode 100644 index 00000000..63cab2f4 --- /dev/null +++ b/js/lib/rdge/materials/pulse-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 | var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; | ||
8 | var Material = require("js/lib/rdge/materials/material").Material; | ||
9 | /////////////////////////////////////////////////////////////////////// | ||
10 | // Class GLMaterial | ||
11 | // RDGE representation of a material. | ||
12 | /////////////////////////////////////////////////////////////////////// | ||
13 | var PulseMaterial = function PulseMaterial() { | ||
14 | /////////////////////////////////////////////////////////////////////// | ||
15 | // Instance variables | ||
16 | /////////////////////////////////////////////////////////////////////// | ||
17 | this._name = "PulseMaterial"; | ||
18 | this._shaderName = "pulse"; | ||
19 | |||
20 | this._texMap = 'assets/images/cubelight.png'; | ||
21 | |||
22 | this._time = 0.0; | ||
23 | this._dTime = 0.01; | ||
24 | |||
25 | /////////////////////////////////////////////////////////////////////// | ||
26 | // Property Accessors | ||
27 | /////////////////////////////////////////////////////////////////////// | ||
28 | this.getName = function() { return this._name; }; | ||
29 | this.getShaderName = function() { return this._shaderName; }; | ||
30 | |||
31 | this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null }; | ||
32 | this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); }; | ||
33 | |||
34 | this.isAnimated = function() { return true; }; | ||
35 | |||
36 | /////////////////////////////////////////////////////////////////////// | ||
37 | // Material Property Accessors | ||
38 | /////////////////////////////////////////////////////////////////////// | ||
39 | this._propNames = ["texmap"]; | ||
40 | this._propLabels = ["Texture map"]; | ||
41 | this._propTypes = ["file"]; | ||
42 | this._propValues = []; | ||
43 | |||
44 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | ||
45 | |||
46 | this.setProperty = function( prop, value ) { | ||
47 | // make sure we have legitimate imput | ||
48 | var ok = this.validateProperty( prop, value ); | ||
49 | if (!ok) { | ||
50 | console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); | ||
51 | } | ||
52 | |||
53 | switch (prop) | ||
54 | { | ||
55 | case "texmap": | ||
56 | this.setTextureMap(value); | ||
57 | break; | ||
58 | |||
59 | case "color": | ||
60 | break; | ||
61 | } | ||
62 | }; | ||
63 | /////////////////////////////////////////////////////////////////////// | ||
64 | |||
65 | |||
66 | /////////////////////////////////////////////////////////////////////// | ||
67 | // Methods | ||
68 | /////////////////////////////////////////////////////////////////////// | ||
69 | // duplcate method requirde | ||
70 | this.dup = function( world ) | ||
71 | { | ||
72 | // save the world | ||
73 | if (world) this.setWorld( world ); | ||
74 | |||
75 | // allocate a new uber material | ||
76 | var newMat = new PulseMaterial(); | ||
77 | |||
78 | // copy over the current values; | ||
79 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | ||
80 | this.getAllProperties( propNames, propValues, propTypes, propLabels); | ||
81 | var n = propNames.length; | ||
82 | for (var i=0; i<n; i++) { | ||
83 | newMat.setProperty( propNames[i], propValues[i] ); | ||
84 | } | ||
85 | |||
86 | return newMat; | ||
87 | }; | ||
88 | |||
89 | this.init = function( world ) | ||
90 | { | ||
91 | // save the world | ||
92 | if (world) this.setWorld( world ); | ||
93 | |||
94 | // this variable declared above is inherited set to a smaller delta. | ||
95 | // the pulse material runs a little faster | ||
96 | this._dTime = 0.01; | ||
97 | |||
98 | // set up the shader | ||
99 | this._shader = new jshader(); | ||
100 | this._shader.def = pulseMaterialDef; | ||
101 | this._shader.init(); | ||
102 | |||
103 | // set up the material node | ||
104 | this._materialNode = createMaterialNode("pulseMaterial"); | ||
105 | this._materialNode.setShader(this._shader); | ||
106 | |||
107 | this._time = 0; | ||
108 | if (this._shader && this._shader['default']) { | ||
109 | this._shader['default'].u_time.set( [this._time] ); | ||
110 | } | ||
111 | |||
112 | |||
113 | // set the shader values in the shader | ||
114 | this.updateTexture(); | ||
115 | this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); | ||
116 | this.update( 0 ); | ||
117 | }; | ||
118 | |||
119 | this.updateTexture = function() { | ||
120 | var material = this._materialNode; | ||
121 | if (material) { | ||
122 | var technique = material.shaderProgram['default']; | ||
123 | var renderer = g_Engine.getContext().renderer; | ||
124 | if (renderer && technique) { | ||
125 | var texMapName = this._propValues[this._propNames[0]]; | ||
126 | var wrap = 'REPEAT', mips = true; | ||
127 | var tex = this.loadTexture( texMapName, wrap, mips ); | ||
128 | |||
129 | /* | ||
130 | var glTex = new GLTexture( this.getWorld() ); | ||
131 | var prevWorld = this.findPreviousWorld(); | ||
132 | if (prevWorld) | ||
133 | { | ||
134 | var srcCanvas = prevWorld.getCanvas(); | ||
135 | tex = glTex.loadFromCanvas( srcCanvas ); | ||
136 | } | ||
137 | else | ||
138 | tex = glTex.loadFromFile( texMapName, wrap, mips ); | ||
139 | */ | ||
140 | |||
141 | if (tex) { | ||
142 | technique.u_tex0.set( tex ); | ||
143 | } | ||
144 | } | ||
145 | } | ||
146 | }; | ||
147 | |||
148 | this.update = function( time ) | ||
149 | { | ||
150 | var material = this._materialNode; | ||
151 | if (material) | ||
152 | { | ||
153 | var technique = material.shaderProgram['default']; | ||
154 | var renderer = g_Engine.getContext().renderer; | ||
155 | if (renderer && technique) { | ||
156 | if (this._shader && this._shader['default']) { | ||
157 | this._shader['default'].u_time.set( [this._time] ); | ||
158 | } | ||
159 | this._time += this._dTime; | ||
160 | |||
161 | if (this._time > 200.0) this._time = 0.0; | ||
162 | } | ||
163 | } | ||
164 | }; | ||
165 | |||
166 | this.setResolution = function( res ) { | ||
167 | var material = this._materialNode; | ||
168 | if (material) { | ||
169 | var technique = material.shaderProgram['default']; | ||
170 | var renderer = g_Engine.getContext().renderer; | ||
171 | if (renderer && technique) { | ||
172 | technique.u_resolution.set( res ); | ||
173 | } | ||
174 | } | ||
175 | }; | ||
176 | |||
177 | this.export = function() { | ||
178 | // every material needs the base type and instance name | ||
179 | var exportStr = "material: " + this.getShaderName() + "\n"; | ||
180 | exportStr += "name: " + this.getName() + "\n"; | ||
181 | |||
182 | // every material needs to terminate like this | ||
183 | exportStr += "endMaterial\n"; | ||
184 | |||
185 | return exportStr; | ||
186 | }; | ||
187 | |||
188 | this.import = function( importStr ) { | ||
189 | var pu = new MaterialParser( importStr ); | ||
190 | var material = pu.nextValue( "material: " ); | ||
191 | if (material != this.getShaderName()) throw new Error( "ill-formed material" ); | ||
192 | this.setName( pu.nextValue( "name: ") ); | ||
193 | |||
194 | var rtnStr; | ||
195 | try { | ||
196 | var endKey = "endMaterial\n"; | ||
197 | var index = importStr.indexOf( endKey ); | ||
198 | index += endKey.length; | ||
199 | rtnStr = importStr.substr( index ); | ||
200 | } | ||
201 | catch (e) | ||
202 | { | ||
203 | throw new Error( "could not import material: " + importStr ); | ||
204 | } | ||
205 | |||
206 | return rtnStr; | ||
207 | } | ||
208 | }; | ||
209 | |||
210 | /////////////////////////////////////////////////////////////////////////////////////// | ||
211 | // RDGE shader | ||
212 | |||
213 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | ||
214 | var pulseMaterialDef = | ||
215 | {'shaders': | ||
216 | { | ||
217 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", | ||
218 | 'defaultFShader':"assets/shaders/Pulse.frag.glsl" | ||
219 | }, | ||
220 | 'techniques': | ||
221 | { | ||
222 | 'default': | ||
223 | [ | ||
224 | { | ||
225 | 'vshader' : 'defaultVShader', | ||