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-rw-r--r--js/lib/rdge/materials/twist-material.js161
1 files changed, 80 insertions, 81 deletions
diff --git a/js/lib/rdge/materials/twist-material.js b/js/lib/rdge/materials/twist-material.js
index d0a2d8c4..db179289 100644
--- a/js/lib/rdge/materials/twist-material.js
+++ b/js/lib/rdge/materials/twist-material.js
@@ -1,8 +1,8 @@
1/* <copyright> 1/* <copyright>
2 This file contains proprietary software owned by Motorola Mobility, Inc.<br/> 2This 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/> 3No 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. 4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5 </copyright> */ 5</copyright> */
6 6
7 7
8var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; 8var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
@@ -13,120 +13,119 @@ var TwistMaterial = function TwistMaterial() {
13 /////////////////////////////////////////////////////////////////////// 13 ///////////////////////////////////////////////////////////////////////
14 // Instance variables 14 // Instance variables
15 /////////////////////////////////////////////////////////////////////// 15 ///////////////////////////////////////////////////////////////////////
16 this._name = "TwistMaterial"; 16 this._name = "TwistMaterial";
17 this._shaderName = "twist"; 17 this._shaderName = "twist";
18 18
19 this._texMap = 'assets/images/rocky-normal.jpg'; 19 this._texMap = 'assets/images/rocky-normal.jpg';
20 20
21 this._time = 0.0; 21 this._time = 0.0;
22 this._dTime = 0.01; 22 this._dTime = 0.01;
23 23
24 /////////////////////////////////////////////////////////////////////// 24 ///////////////////////////////////////////////////////////////////////
25 // Properties 25 // Properties
26 /////////////////////////////////////////////////////////////////////// 26 ///////////////////////////////////////////////////////////////////////
27 // all defined in parent PulseMaterial.js 27 // all defined in parent PulseMaterial.js
28 // load the local default value 28 // load the local default value
29 this._propValues[ this._propNames[0] ] = this._texMap.slice(0); 29 this._propValues[this._propNames[0]] = this._texMap.slice(0);
30 30
31 /////////////////////////////////////////////////////////////////////// 31 ///////////////////////////////////////////////////////////////////////
32 // Methods 32 // Methods
33 /////////////////////////////////////////////////////////////////////// 33 ///////////////////////////////////////////////////////////////////////
34 // duplcate method requirde 34 // duplcate method requirde
35 this.dup = function( world ) { 35 this.dup = function (world) {
36 // allocate a new uber material 36 // allocate a new uber material
37 var newMat = new TwistMaterial(); 37 var newMat = new TwistMaterial();
38 38
39 // copy over the current values; 39 // copy over the current values;
40 var propNames = [], propValues = [], propTypes = [], propLabels = []; 40 var propNames = [], propValues = [], propTypes = [], propLabels = [];
41 this.getAllProperties( propNames, propValues, propTypes, propLabels); 41 this.getAllProperties(propNames, propValues, propTypes, propLabels);
42 var n = propNames.length; 42 var n = propNames.length;
43 for (var i=0; i<n; i++) { 43 for (var i = 0; i < n; i++) {
44 newMat.setProperty( propNames[i], propValues[i] ); 44 newMat.setProperty(propNames[i], propValues[i]);
45 } 45 }
46 46
47 return newMat; 47 return newMat;
48 }; 48 };
49 49
50 this.init = function( world ) { 50 this.init = function (world) {
51 // save the world 51 // save the world
52 if (world) this.setWorld( world ); 52 if (world) this.setWorld(world);
53 53
54 // set up the shader 54 // set up the shader
55 this._shader = new jshader(); 55 this._shader = new RDGE.jshader();
56 this._shader.def = twistMaterialDef; 56 this._shader.def = twistMaterialDef;
57 this._shader.init(); 57 this._shader.init();
58 58
59 // set up the material node 59 // set up the material node
60 this._materialNode = createMaterialNode("twistMaterial" + "_" + world.generateUniqueNodeID()); 60 this._materialNode = RDGE.createMaterialNode("twistMaterial" + "_" + world.generateUniqueNodeID());
61 this._materialNode.setShader(this._shader); 61 this._materialNode.setShader(this._shader);
62 62
63 this._time = 0; 63 this._time = 0;
64 if (this._shader && this._shader['default']) { 64 if (this._shader && this._shader['default']) {
65 this._shader['default'].u_time.set( [this._time] ); 65 this._shader['default'].u_time.set([this._time]);
66 } 66 }
67 67
68 // set up the texture 68 // set up the texture
69 var texMapName = this._propValues[this._propNames[0]]; 69 var texMapName = this._propValues[this._propNames[0]];
70 this._glTex = new Texture( world, texMapName ); 70 this._glTex = new Texture( world, texMapName );
71 71
72 // set the shader values in the shader 72 // set the shader values in the shader
73 this.updateTexture(); 73 this.updateTexture();
74 this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); 74 this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
75 this.update( 0 ); 75 this.update(0);
76 }; 76 };
77 77
78 this.update = function( time ) { 78 this.update = function (time) {
79 var material = this._materialNode; 79 var material = this._materialNode;
80 if (material) 80 if (material) {
81 { 81 var technique = material.shaderProgram['default'];
82 var technique = material.shaderProgram['default']; 82 var renderer = RDGE.globals.engine.getContext().renderer;
83 var renderer = g_Engine.getContext().renderer; 83 if (renderer && technique) {
84 if (renderer && technique) { 84 if (this._shader && this._shader['default'])
85 if (this._shader && this._shader['default']) 85 this._shader['default'].u_time.set([this._time]);
86 this._shader['default'].u_time.set( [this._time] ); 86 this._time = time;
87 this._time = time; 87 }
88 } 88 }
89 } 89 };
90 } 90};
91}
92 91
93/////////////////////////////////////////////////////////////////////////////////////// 92///////////////////////////////////////////////////////////////////////////////////////
94// RDGE shader 93// RDGE shader
95 94
96// shader spec (can also be loaded from a .JSON file, or constructed at runtime) 95// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
97var twistMaterialDef = 96var twistMaterialDef =
98{'shaders': 97{ 'shaders':
99 { 98 {
100 'defaultVShader':"assets/shaders/Basic.vert.glsl", 99 'defaultVShader': "assets/shaders/Basic.vert.glsl",
101 'defaultFShader':"assets/shaders/Twist.frag.glsl" 100 'defaultFShader': "assets/shaders/Twist.frag.glsl"
102 }, 101 },
103 'techniques': 102 'techniques':
104 { 103 {
105 'default': 104 'default':
106 [ 105 [
107 { 106 {
108 'vshader' : 'defaultVShader', 107 'vshader': 'defaultVShader',
109 'fshader' : 'defaultFShader', 108 'fshader': 'defaultFShader',
110 // attributes 109 // attributes
111 'attributes' : 110 'attributes':
112 { 111 {
113 'vert' : { 'type' : 'vec3' }, 112 'vert': { 'type': 'vec3' },
114 'normal' : { 'type' : 'vec3' }, 113 'normal': { 'type': 'vec3' },
115 'texcoord' : { 'type' : 'vec2' } 114 'texcoord': { 'type': 'vec2' }
116 }, 115 },
117 // parameters 116 // parameters
118 'params' : 117 'params':
119 { 118 {
120 'u_tex0': { 'type' : 'tex2d' }, 119 'u_tex0': { 'type': 'tex2d' },
121 'u_time' : { 'type' : 'float' }, 120 'u_time': { 'type': 'float' },
122 'u_resolution' : { 'type' : 'vec2' } 121 'u_resolution': { 'type': 'vec2' }
123 }, 122 },
124 123
125 // render states 124 // render states
126 'states' : 125 'states':
127 { 126 {
128 'depthEnable' : true, 127 'depthEnable': true,
129 'offset':[1.0, 0.1] 128 'offset': [1.0, 0.1]
130 } 129 }
131 } 130 }
132 ] 131 ]