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-rwxr-xr-xjs/lib/geom/geom-obj.js2
-rw-r--r--js/lib/rdge/materials/flag-material.js142
2 files changed, 144 insertions, 0 deletions
diff --git a/js/lib/geom/geom-obj.js b/js/lib/geom/geom-obj.js
index 11b9303a..0c0d7c01 100755
--- a/js/lib/geom/geom-obj.js
+++ b/js/lib/geom/geom-obj.js
@@ -309,6 +309,7 @@ var GeomObj = function GLGeomObj() {
309 case "tunnel": 309 case "tunnel":
310 case "reliefTunnel": 310 case "reliefTunnel":
311 case "squareTunnel": 311 case "squareTunnel":
312 case "flag":
312 case "twist": 313 case "twist":
313 case "fly": 314 case "fly":
314 case "julia": 315 case "julia":
@@ -382,6 +383,7 @@ var GeomObj = function GLGeomObj() {
382 case "tunnel": 383 case "tunnel":
383 case "reliefTunnel": 384 case "reliefTunnel":
384 case "squareTunnel": 385 case "squareTunnel":
386 case "flag":
385 case "twist": 387 case "twist":
386 case "fly": 388 case "fly":
387 case "julia": 389 case "julia":
diff --git a/js/lib/rdge/materials/flag-material.js b/js/lib/rdge/materials/flag-material.js
new file mode 100644
index 00000000..77991a8c
--- /dev/null
+++ b/js/lib/rdge/materials/flag-material.js
@@ -0,0 +1,142 @@
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
8var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
9var Texture = require("js/lib/rdge/texture").Texture;
10
11var FlagMaterial = function FlagMaterial() {
12 ///////////////////////////////////////////////////////////////////////
13 // Instance variables
14 ///////////////////////////////////////////////////////////////////////
15 this._name = "FlagMaterial";
16 this._shaderName = "flag";
17
18 this._texMap = 'assets/images/us_flag.png';
19
20 this._time = 0.0;
21 this._dTime = 0.1;
22
23 this._defaultWaveWidth = 1.0;
24 this._defaultWaveHeight = 1.0;
25
26 ///////////////////////////////////////////////////////////////////////
27 // Properties
28 ///////////////////////////////////////////////////////////////////////
29 // all defined in parent PulseMaterial.js
30 // load the local default value
31 this._propNames = ["texmap", "wavewidth", "waveheight" ];
32 this._propLabels = ["Texture map", "Wave Width", "Wave Height" ];
33 this._propTypes = ["file", "float", "float" ];
34 this._propValues = [];
35
36 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
37 this._propValues[ this._propNames[1] ] = this._defaultWaveWidth;
38 this._propValues[ this._propNames[2] ] = this._defaultWaveHeight;
39
40 ///////////////////////////////////////////////////////////////////////
41 // Methods
42 ///////////////////////////////////////////////////////////////////////
43 // duplcate method requirde
44 this.dup = function( world ) {
45 // allocate a new uber material
46 var newMat = new FlagMaterial();
47
48 // copy over the current values;
49 var propNames = [], propValues = [], propTypes = [], propLabels = [];
50 this.getAllProperties( propNames, propValues, propTypes, propLabels);
51 var n = propNames.length;
52 for (var i=0; i<n; i++) {
53 newMat.setProperty( propNames[i], propValues[i] );
54 }
55
56 return newMat;
57 };
58
59 this.init = function( world )
60 {
61 // save the world
62 if (world) this.setWorld( world );
63
64 // set up the shader
65 this._shader = new jshader();
66 this._shader.def = flagMaterialDef;
67 this._shader.init();
68
69 // set up the material node
70 this._materialNode = createMaterialNode("flagMaterial" + "_" + world.generateUniqueNodeID());
71 this._materialNode.setShader(this._shader);
72
73 this._time = 0;
74 if (this._shader && this._shader['default']) {
75 this._shader['default'].u_time.set( [this._time] );
76 this._shader['default'].u_waveWidth.set( [this._propValues[ this._propNames[1] ]] );
77 this._shader['default'].u_waveHeight.set( [this._propValues[ this._propNames[2] ]] );
78 }
79
80 // set up the texture
81 var texMapName = this._propValues[this._propNames[0]];
82 this._glTex = new Texture( world, texMapName );
83
84 // set the shader values in the shader
85 this.updateTexture();
86 this.update( 0 );
87 }
88};
89
90///////////////////////////////////////////////////////////////////////////////////////
91// RDGE shader
92
93// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
94var flagMaterialDef =
95{'shaders':
96 {
97 'defaultVShader':"assets/shaders/Flag.vert.glsl",
98 'defaultFShader':"assets/shaders/Flag.frag.glsl"
99 },
100 'techniques':
101 {
102 'default':
103 [
104 {
105 'vshader' : 'defaultVShader',
106 'fshader' : 'defaultFShader',
107 // attributes
108 'attributes' :
109 {
110 'vert' : { 'type' : 'vec3' },
111 'normal' : { 'type' : 'vec3' },
112 'texcoord' : { 'type' : 'vec2' }
113 },
114 // parameters
115 'params' :
116 {
117 'u_tex0': { 'type' : 'tex2d' },
118 'u_time' : { 'type' : 'float' },
119 'u_waveWidth' : { 'type' : 'float' },
120 'u_waveHeight' : { 'type' : 'float' }
121 },
122
123 // render states
124 'states' :
125 {
126 'depthEnable' : true,
127 'offset':[1.0, 0.1]
128 }
129 }
130 ]
131 }
132};
133
134FlagMaterial.prototype = new PulseMaterial();
135
136if (typeof exports === "object") {
137 exports.FlagMaterial = FlagMaterial;
138}
139
140
141
142