diff options
Diffstat (limited to 'js/lib/rdge/materials/tunnel-material.js')
-rw-r--r-- | js/lib/rdge/materials/tunnel-material.js | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/js/lib/rdge/materials/tunnel-material.js b/js/lib/rdge/materials/tunnel-material.js new file mode 100644 index 00000000..fe787d16 --- /dev/null +++ b/js/lib/rdge/materials/tunnel-material.js | |||
@@ -0,0 +1,125 @@ | |||
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 | |||
8 | var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; | ||
9 | |||
10 | var TunnelMaterial = function TunnelMaterial() { | ||
11 | /////////////////////////////////////////////////////////////////////// | ||
12 | // Instance variables | ||
13 | /////////////////////////////////////////////////////////////////////// | ||
14 | this._name = "TunnelMaterial"; | ||
15 | this._shaderName = "tunnel"; | ||
16 | |||
17 | this._texMap = 'assets/images/rocky-normal.jpg'; | ||
18 | |||
19 | this._time = 0.0; | ||
20 | this._dTime = 0.001; | ||
21 | |||
22 | /////////////////////////////////////////////////////////////////////// | ||
23 | // Properties | ||
24 | /////////////////////////////////////////////////////////////////////// | ||
25 | // all defined in parent PulseMaterial.js | ||
26 | // load the local default value | ||
27 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | ||
28 | |||
29 | /////////////////////////////////////////////////////////////////////// | ||
30 | // Methods | ||
31 | /////////////////////////////////////////////////////////////////////// | ||
32 | // duplcate method requirde | ||
33 | this.dup = function( world ) { | ||
34 | // allocate a new uber material | ||
35 | var newMat = new TunnelMaterial(); | ||
36 | |||
37 | // copy over the current values; | ||
38 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | ||
39 | this.getAllProperties( propNames, propValues, propTypes, propLabels); | ||
40 | var n = propNames.length; | ||
41 | for (var i=0; i<n; i++) { | ||
42 | newMat.setProperty( propNames[i], propValues[i] ); | ||
43 | } | ||
44 | |||
45 | return newMat; | ||
46 | }; | ||
47 | |||
48 | this.init = function( world ) | ||
49 | { | ||
50 | // save the world | ||
51 | if (world) this.setWorld( world ); | ||
52 | |||
53 | // set up the shader | ||
54 | this._shader = new jshader(); | ||
55 | this._shader.def = tunnelMaterialDef; | ||
56 | this._shader.init(); | ||
57 | |||
58 | // set up the material node | ||
59 | this._materialNode = createMaterialNode("tunnelMaterial"); | ||
60 | this._materialNode.setShader(this._shader); | ||
61 | |||
62 | this._time = 0; | ||
63 | if (this._shader && this._shader['default']) { | ||
64 | this._shader['default'].u_time.set( [this._time] ); | ||
65 | } | ||
66 | |||
67 | // set the shader values in the shader | ||
68 | this.updateTexture(); | ||
69 | this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); | ||
70 | this.update( 0 ); | ||
71 | } | ||
72 | }; | ||
73 | |||
74 | /////////////////////////////////////////////////////////////////////////////////////// | ||
75 | // RDGE shader | ||
76 | |||
77 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | ||
78 | var tunnelMaterialDef = | ||
79 | {'shaders': | ||
80 | { | ||
81 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", | ||
82 | 'defaultFShader':"assets/shaders/Tunnel.frag.glsl" | ||
83 | }, | ||
84 | 'techniques': | ||
85 | { | ||
86 | 'default': | ||
87 | [ | ||
88 | { | ||
89 | 'vshader' : 'defaultVShader', | ||
90 | 'fshader' : 'defaultFShader', | ||
91 | // attributes | ||
92 | 'attributes' : | ||
93 | { | ||
94 | 'vert' : { 'type' : 'vec3' }, | ||
95 | 'normal' : { 'type' : 'vec3' }, | ||
96 | 'texcoord' : { 'type' : 'vec2' } | ||
97 | }, | ||
98 | // parameters | ||
99 | 'params' : | ||
100 | { | ||
101 | 'u_tex0': { 'type' : 'tex2d' }, | ||
102 | 'u_time' : { 'type' : 'float' }, | ||
103 | 'u_resolution' : { 'type' : 'vec2' } | ||
104 | }, | ||
105 | |||
106 | // render states | ||
107 | 'states' : | ||
108 | { | ||
109 | 'depthEnable' : true, | ||
110 | 'offset':[1.0, 0.1] | ||
111 | } | ||
112 | } | ||
113 | ] | ||
114 | } | ||
115 | }; | ||
116 | |||
117 | TunnelMaterial.prototype = new PulseMaterial(); | ||
118 | |||
119 | if (typeof exports === "object") { | ||
120 | exports.TunnelMaterial = TunnelMaterial; | ||
121 | } | ||
122 | |||
123 | |||
124 | |||
125 | |||