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-rw-r--r--js/lib/rdge/materials/twist-vert-material.js323
1 files changed, 169 insertions, 154 deletions
diff --git a/js/lib/rdge/materials/twist-vert-material.js b/js/lib/rdge/materials/twist-vert-material.js
index 6b71593f..c7e7dcc8 100644
--- a/js/lib/rdge/materials/twist-vert-material.js
+++ b/js/lib/rdge/materials/twist-vert-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
@@ -37,159 +38,173 @@ var Texture = require("js/lib/rdge/texture").Texture;
37/////////////////////////////////////////////////////////////////////// 38///////////////////////////////////////////////////////////////////////
38var TwistVertMaterial = function TwistVertMaterial() 39var TwistVertMaterial = function TwistVertMaterial()
39{ 40{
40 // initialize the inherited members 41 // initialize the inherited members
41 this.inheritedFrom = Material; 42 this.inheritedFrom = Material;
42 this.inheritedFrom(); 43 this.inheritedFrom();
43 44
44 /////////////////////////////////////////////////////////////////////// 45 ///////////////////////////////////////////////////////////////////////
45 // Instance variables 46 // Instance variables
46 /////////////////////////////////////////////////////////////////////// 47 ///////////////////////////////////////////////////////////////////////
47 this._name = "Twist Vertex"; 48 this._name = "Twist Vertex";
48 this._shaderName = "twistVert"; 49 this._shaderName = "twistVert";
49 50
50 this._tex0 = 'assets/images/rocky-normal.jpg'; 51 this._tex0 = 'assets/images/rocky-normal.jpg';
51 this._tex1 = 'assets/images/metal.png'; 52 this._tex1 = 'assets/images/metal.png';
52 53
53 this._angle = 0.0; 54 this._angle = 0.0;
54 this._deltaTime = 0.01; 55 this._deltaTime = 0.01;
55 this._speed = 1.0; 56 this._speed = 1.0;
56 57
57 /////////////////////////////////////////////////////////////////////// 58 ///////////////////////////////////////////////////////////////////////
58 // Property Accessors 59 // Property Accessors
59 /////////////////////////////////////////////////////////////////////// 60 ///////////////////////////////////////////////////////////////////////
60 this.getShaderName = function () { return this._shaderName; }; 61 this.getShaderName = function () { return this._shaderName; };
61 this.isAnimated = function () { return true; }; 62 this.isAnimated = function () { return true; };
62 this.getShaderDef = function() { return twistVertShaderDef; }; 63 this.getShaderDef = function() { return twistVertShaderDef; };
63 this.getTechniqueName = function() { return 'twistMe' }; 64 this.getTechniqueName = function() { return 'twistMe' };
64 65
65 this.hasVertexDeformation = function () { return this._hasVertexDeformation; }; 66 this.hasVertexDeformation = function () { return this._hasVertexDeformation; };
66 this._hasVertexDeformation = true; 67 this._hasVertexDeformation = true;
67 this._vertexDeformationTolerance = 0.02; // should be a property 68 this._vertexDeformationTolerance = 0.1; // should be a property
68 69
69 /////////////////////////////////////////////////////////////////////// 70 ///////////////////////////////////////////////////////////////////////
70 // Material Property Accessors 71 // Material Property Accessors
71 /////////////////////////////////////////////////////////////////////// 72 ///////////////////////////////////////////////////////////////////////
72 this._propNames = [ "u_limit1", "u_limit2", "u_twistAmount", "speed", "u_tex0", "u_tex1"]; 73 this._propNames = [ "u_limit1", "u_limit2", "u_twistAmount", "speed", "u_tex0", "u_tex1"];
73 this._propLabels = [ "Start Parameter", "End Paramater", "Twist Amount", "Speed", "Front facing texture map", "Back facing texture map"]; 74 this._propLabels = [ "Start Parameter", "End Paramater", "Twist Amount", "Speed", "Front facing texture map", "Back facing texture map"];
74 this._propTypes = [ "float", "float", "angle", "float", "file", "file"]; 75 this._propTypes = [ "float", "float", "angle", "float", "file", "file"];
75 this._propValues = []; 76 this._propValues = [];
76 77
77 // initialize the property values 78 // initialize the property values
78 this._propValues[this._propNames[0]] = 0.0; 79 this._propValues[this._propNames[0]] = 0.0;
79 this._propValues[this._propNames[1]] = 1.0; 80 this._propValues[this._propNames[1]] = 1.0;
80 this._propValues[this._propNames[2]] = 2.0 * Math.PI; 81 this._propValues[this._propNames[2]] = 2.0 * Math.PI;
81 this._propValues[this._propNames[3]] = this._speed; 82 this._propValues[this._propNames[3]] = this._speed;
82 this._propValues[this._propNames[4]] = this._tex0.slice(); 83 this._propValues[this._propNames[4]] = this._tex0.slice();
83 this._propValues[this._propNames[5]] = this._tex1.slice(); 84 this._propValues[this._propNames[5]] = this._tex1.slice();
84 /////////////////////////////////////////////////////////////////////// 85 ///////////////////////////////////////////////////////////////////////
85 86
86 /////////////////////////////////////////////////////////////////////// 87 ///////////////////////////////////////////////////////////////////////
87 // Methods 88 // Methods
88 /////////////////////////////////////////////////////////////////////// 89 ///////////////////////////////////////////////////////////////////////
89 90
90 this.init = function (world) 91 this.init = function (world)
91 { 92 {
92 this.setWorld(world); 93 this.setWorld(world);
93 94
94 // set up the shader 95 // set up the shader
95 this._shader = new RDGE.jshader(); 96 this._shader = new RDGE.jshader();
96 this._shader.def = twistVertShaderDef; 97 this._shader.def = twistVertShaderDef;
97 this._shader.init(); 98 this._shader.init();
98 99
99 // set up the material node 100 // set up the material node
100 this._materialNode = RDGE.createMaterialNode("twistVertMaterial" + "_" + world.generateUniqueNodeID()); 101 this._materialNode = RDGE.createMaterialNode("twistVertMaterial" + "_" + world.generateUniqueNodeID());
101 this._materialNode.setShader(this._shader); 102 this._materialNode.setShader(this._shader);
102 103
103 104
104 // initialize the twist vert properties 105 // initialize the twist vert properties
105 this.setShaderValues(); 106 this.setShaderValues();
106 }; 107 };
107 108
108 this.update = function (time) 109 this.resetToDefault = function()
109 { 110 {
110 if (this._shader && this._shader.twistMe) 111 this._propValues[this._propNames[0]] = 0.0;
111 { 112 this._propValues[this._propNames[1]] = 1.0;
112 var technique = this._shader.twistMe; 113 this._propValues[this._propNames[2]] = 2.0 * Math.PI;
113 114 this._propValues[this._propNames[3]] = this._speed;
114 var angle = this._angle; 115 this._propValues[this._propNames[4]] = this._tex0.slice();
115 angle += this._deltaTime * this._propValues["speed"]; 116 this._propValues[this._propNames[5]] = this._tex1.slice();
116 if (angle > this._propValues["u_twistAmount"]) 117
117 { 118 var nProps = this._propNames.length;
118 angle = this._propValues["u_twistAmount"]; 119 for (var i=0; i<nProps; i++)
119 this._deltaTime = -this._deltaTime; 120 this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] );
120 } 121 };
121 else if (angle < 0.0) 122
122 { 123 this.update = function (time)
123 angle = 0; 124 {
124 this._deltaTime = -this._deltaTime; 125 if (this._shader && this._shader.twistMe)
125 } 126 {
126 this._angle = angle; 127 var technique = this._shader.twistMe;
127 this._shader.twistMe["u_twistAmount"].set([angle]); 128
128 129 var angle = this._angle;
129 var tex; 130 angle += this._deltaTime * this._propValues["speed"];
130 var glTex = this._glTextures["u_tex0"]; 131 if (angle > this._propValues["u_twistAmount"])
131 if (glTex) 132 {
132 { 133 angle = this._propValues["u_twistAmount"];
133 //if (glTex.isAnimated()) 134 this._deltaTime = -this._deltaTime;
134 glTex.render(); 135 }
135 tex = glTex.getTexture(); 136 else if (angle < 0.0)
136 if (tex) 137 {
137 technique.u_tex0.set( tex ); 138 angle = 0;
138 } 139 this._deltaTime = -this._deltaTime;
139 140 }
140 glTex = this._glTextures["u_tex1"]; 141 this._angle = angle;
141 if (glTex) 142 this._shader.twistMe["u_twistAmount"].set([angle]);