diff options
Diffstat (limited to 'js/lib/rdge/materials/water-material.js')
-rw-r--r-- | js/lib/rdge/materials/water-material.js | 308 |
1 files changed, 161 insertions, 147 deletions
diff --git a/js/lib/rdge/materials/water-material.js b/js/lib/rdge/materials/water-material.js index 5e63ea2c..c7e7313c 100644 --- a/js/lib/rdge/materials/water-material.js +++ b/js/lib/rdge/materials/water-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 |
@@ -37,71 +38,84 @@ var Texture = require("js/lib/rdge/texture").Texture; | |||
37 | /////////////////////////////////////////////////////////////////////// | 38 | /////////////////////////////////////////////////////////////////////// |
38 | var WaterMaterial = function WaterMaterial() | 39 | var WaterMaterial = function WaterMaterial() |
39 | { | 40 | { |
40 | /////////////////////////////////////////////////////////////////////// | 41 | /////////////////////////////////////////////////////////////////////// |
41 | // Instance variables | 42 | // Instance variables |
42 | /////////////////////////////////////////////////////////////////////// | 43 | /////////////////////////////////////////////////////////////////////// |
43 | this._name = "Water"; | 44 | this._name = "Water"; |
44 | this._shaderName = "water"; | 45 | this._shaderName = "water"; |
45 | 46 | ||
46 | this._defaultTexMap = 'assets/images/rocky-normal.jpg'; | 47 | this._defaultTexMap = 'assets/images/rocky-normal.jpg'; |
47 | 48 | ||
48 | this._time = 0.0; | 49 | this._time = 0.0; |
49 | this._dTime = 0.01; | 50 | this._dTime = 0.01; |
50 | 51 | ||
51 | // array textures indexed by shader uniform name | 52 | // array textures indexed by shader uniform name |
52 | this._glTextures = []; | 53 | this._glTextures = []; |
53 | 54 | ||
54 | this.isAnimated = function() { return true; }; | 55 | this.isAnimated = function() { return true; }; |
55 | this.getShaderDef = function() { return waterMaterialDef; }; | 56 | this.getShaderDef = function() { return waterMaterialDef; }; |
56 | 57 | ||
57 | /////////////////////////////////////////////////////////////////////// | 58 | /////////////////////////////////////////////////////////////////////// |
58 | // Properties | 59 | // Properties |
59 | /////////////////////////////////////////////////////////////////////// | 60 | /////////////////////////////////////////////////////////////////////// |
60 | // all defined in parent PulseMaterial.js | 61 | // all defined in parent PulseMaterial.js |
61 | // load the local default value | 62 | // load the local default value |
62 | this._propNames = ["u_tex0", "u_emboss", "u_delta", "u_intensity", "u_speed"]; | 63 | this._propNames = ["u_tex0", "u_emboss", "u_delta", "u_intensity", "u_speed"]; |
63 | this._propLabels = ["Texture map", "Emboss", "Delta", "Intensity", "Speed"]; | 64 | this._propLabels = ["Texture map", "Emboss", "Delta", "Intensity", "Speed"]; |
64 | this._propTypes = ["file", "float", "float", "float", "float"]; | 65 | this._propTypes = ["file", "float", "float", "float", "float"]; |
65 | 66 | ||
66 | var u_tex_index = 0, | 67 | var u_tex_index = 0, |
67 | u_emboss_index = 1, | 68 | u_emboss_index = 1, |
68 | u_delta_index = 2, | 69 | u_delta_index = 2, |
69 | u_intensity_index = 3, | 70 | u_intensity_index = 3, |
70 | u_speed_index = 4; | 71 | u_speed_index = 4; |
71 | 72 | ||
72 | this._propValues = []; | 73 | this._propValues = []; |
73 | this._propValues[ this._propNames[u_tex_index ] ] = this._defaultTexMap.slice(0); | 74 | this._propValues[ this._propNames[u_tex_index ] ] = this._defaultTexMap.slice(0); |
74 | this._propValues[ this._propNames[u_emboss_index ] ] = 0.3; | 75 | this._propValues[ this._propNames[u_emboss_index ] ] = 0.3; |
75 | this._propValues[ this._propNames[u_delta_index ] ] = 20.0; | 76 | this._propValues[ this._propNames[u_delta_index ] ] = 20.0; |
76 | this._propValues[ this._propNames[u_intensity_index ] ] = 3.0; | 77 | this._propValues[ this._propNames[u_intensity_index ] ] = 3.0; |
77 | this._propValues[ this._propNames[u_speed_index ] ] = 0.2; | 78 | this._propValues[ this._propNames[u_speed_index ] ] = 0.2; |
78 | 79 | ||
79 | /////////////////////////////////////////////////////////////////////// | 80 | /////////////////////////////////////////////////////////////////////// |
80 | // Methods | 81 | // Methods |
81 | /////////////////////////////////////////////////////////////////////// | 82 | /////////////////////////////////////////////////////////////////////// |
82 | 83 | ||
83 | this.init = function (world) { | 84 | this.init = function (world) { |
84 | // save the world | 85 | // save the world |
85 | if (world) this.setWorld(world); | 86 | if (world) this.setWorld(world); |
86 | 87 | ||
87 | // set up the shader | 88 | // set up the shader |
88 | this._shader = new RDGE.jshader(); | 89 | this._shader = new RDGE.jshader(); |
89 | this._shader.def = waterMaterialDef; | 90 | this._shader.def = waterMaterialDef; |
90 | this._shader.init(); | 91 | this._shader.init(); |
91 | 92 | ||
92 | // set up the material node | 93 | // set up the material node |
93 | this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID()); | 94 | this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID()); |
94 | this._materialNode.setShader(this._shader); | 95 | this._materialNode.setShader(this._shader); |
95 | 96 | ||
96 | this._time = 0; | 97 | this._time = 0; |
97 | if (this._shader && this._shader['default']) | 98 | if (this._shader && this._shader['default']) |
98 | this._shader['default'].u_time.set([this._time]); | 99 | this._shader['default'].u_time.set([this._time]); |
99 | 100 | ||
100 | // set the shader values in the shader | 101 | // set the shader values in the shader |
101 | this.setShaderValues(); | 102 | this.setShaderValues(); |
102 | this.setResolution([world.getViewportWidth(), world.getViewportHeight()]); | 103 | this.setResolution([world.getViewportWidth(), world.getViewportHeight()]); |
103 | this.update(0); | 104 | this.update(0); |
104 | }; | 105 | }; |
106 | |||
107 | this.resetToDefault = function() | ||
108 | { | ||
109 | this._propValues[ this._propNames[u_tex_index ] ] = this._defaultTexMap.slice(0); | ||
110 | this._propValues[ this._propNames[u_emboss_index ] ] = 0.3; | ||
111 | this._propValues[ this._propNames[u_delta_index ] ] = 20.0; | ||
112 | this._propValues[ this._propNames[u_intensity_index ] ] = 3.0; | ||
113 | this._propValues[ this._propNames[u_speed_index ] ] = 0.2; | ||
114 | |||
115 | var nProps = this._propNames.length; | ||
116 | for (var i=0; i<nProps; i++) | ||
117 | this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] ); | ||
118 | }; | ||
105 | }; | 119 | }; |
106 | 120 | ||
107 | /////////////////////////////////////////////////////////////////////////////////////// | 121 | /////////////////////////////////////////////////////////////////////////////////////// |
@@ -110,96 +124,96 @@ var WaterMaterial = function WaterMaterial() | |||
110 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | 124 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) |
111 | var waterMaterialDef = | 125 | var waterMaterialDef = |
112 | { 'shaders': | 126 | { 'shaders': |
113 | { | 127 | { |
114 | 'defaultVShader': "assets/shaders/Basic.vert.glsl", | 128 | 'defaultVShader': "assets/shaders/Basic.vert.glsl", |
115 | 'defaultFShader': "assets/shaders/Water2.frag.glsl" | 129 | 'defaultFShader': "assets/shaders/Water2.frag.glsl" |
116 | }, | 130 | }, |
117 | 'techniques': | 131 | 'techniques': |
118 | { | 132 | { |
119 | 'default': | 133 | 'default': |
120 | [ | 134 | [ |
121 | { | 135 | { |
122 | 'vshader': 'defaultVShader', | 136 | 'vshader': 'defaultVShader', |
123 | 'fshader': 'defaultFShader', | 137 | 'fshader': 'defaultFShader', |
124 | // attributes | 138 | // attributes |
125 | 'attributes': | 139 | 'attributes': |
126 | { | 140 | { |
127 | 'vert': { 'type': 'vec3' }, | 141 | 'vert': { 'type': 'vec3' }, |
128 | 'normal': { 'type': 'vec3' }, | 142 | 'normal': { 'type': 'vec3' }, |
129 | 'texcoord': { 'type': 'vec2' } | 143 | 'texcoord': { 'type': 'vec2' } |
130 | }, | 144 | }, |
131 | // parameters | 145 | // parameters |
132 | 'params': | 146 | 'params': |
133 | { | 147 | { |
134 | 'u_tex0': { 'type': 'tex2d' }, | 148 | 'u_tex0': { 'type': 'tex2d' }, |
135 | 'u_time': { 'type': 'float' }, | 149 | 'u_time': { 'type': 'float' }, |
136 | 'u_emboss': { 'type': 'float' }, | 150 | 'u_emboss': { 'type': 'float' }, |
137 | 'u_delta': { 'type': 'float' }, | 151 | 'u_delta': { 'type': 'float' }, |
138 | 'u_speed': { 'type': 'float' }, | 152 | 'u_speed': { 'type': 'float' }, |
139 | 'u_intensity': { 'type |