From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- js/lib/rdge/materials/pulse-material.js | 308 ++++++++++++++++---------------- 1 file changed, 154 insertions(+), 154 deletions(-) (limited to 'js/lib/rdge/materials/pulse-material.js') diff --git a/js/lib/rdge/materials/pulse-material.js b/js/lib/rdge/materials/pulse-material.js index 4d5a158d..4356c911 100644 --- a/js/lib/rdge/materials/pulse-material.js +++ b/js/lib/rdge/materials/pulse-material.js @@ -37,124 +37,124 @@ var Texture = require("js/lib/rdge/texture").Texture; /////////////////////////////////////////////////////////////////////// var PulseMaterial = function PulseMaterial() { - var MaterialLibrary = require("js/models/materials-model").MaterialsModel; + var MaterialLibrary = require("js/models/materials-model").MaterialsModel; // initialize the inherited members - this.inheritedFrom = Material; - this.inheritedFrom(); + this.inheritedFrom = Material; + this.inheritedFrom(); - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._name = "Pulse"; - this._shaderName = "pulse"; - - this._texMap = 'assets/images/cubelight.png'; - - this._time = 0.0; - this._dTime = 0.01; - - this._glTextures = []; - - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// - this.isAnimated = function() { return true; }; - this.getShaderDef = function() { return pulseMaterialDef; } - - /////////////////////////////////////////////////////////////////////// - // Material Property Accessors - /////////////////////////////////////////////////////////////////////// - - var u_tex0_index = 0, - u_xScale_index = 1, - u_yScale_index = 2, - u_speed_index = 3; - - this._propNames = ["u_tex0", "u_xscale", "u_yscale", "u_speed" ]; - this._propLabels = ["Texture map", "X Range", "Y Range", "Speed" ]; - this._propTypes = ["file", "float", "float", "float"]; - this._propValues = []; - - this._propValues[ this._propNames[ u_tex0_index] ] = this._texMap.slice(0); - this._propValues[ this._propNames[u_xScale_index] ] = 0.5; - this._propValues[ this._propNames[u_yScale_index] ] = 0.4; - this._propValues[ this._propNames[ u_speed_index] ] = 1.0; - /////////////////////////////////////////////////////////////////////// - - - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - // duplicate method required - - this.init = function( world ) - { - // save the world - if (world) this.setWorld( world ); - - // this variable declared above is inherited set to a smaller delta. - // the pulse material runs a little faster - this._dTime = 0.01; - - // set up the shader - this._shader = new RDGE.jshader(); - this._shader.def = pulseMaterialDef; - this._shader.init(); - - // set up the material node - this._materialNode = RDGE.createMaterialNode("pulseMaterial" + "_" + world.generateUniqueNodeID()); - this._materialNode.setShader(this._shader); - - this._time = 0; - if (this._shader && this._shader['default']) { - this._shader['default'].u_time.set( [this._time] ); - } - - // set the shader values in the shader - this.setShaderValues(); - this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); - this.update( 0 ); - }; - - this.update = function( time ) - { - var material = this._materialNode; - if (material) - { - var technique = material.shaderProgram['default']; - var renderer = RDGE.globals.engine.getContext().renderer; - if (renderer && technique) - { - var glTex = this._glTextures["u_tex0"]; - if (glTex) - { - //this.updateTexture(); - if (glTex.isAnimated()) - glTex.render(); - tex = glTex.getTexture(); - if (tex) - technique.u_tex0.set( tex ); - } - - if (this._shader && this._shader['default']) { - this._shader['default'].u_time.set( [this._time] ); - } - this._time += this._dTime; - } - } - }; - - this.setResolution = function( res ) { - var material = this._materialNode; - if (material) { - var technique = material.shaderProgram['default']; - var renderer = RDGE.globals.engine.getContext().renderer; - if (renderer && technique) { - technique.u_resolution.set( res ); - } - } - }; + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._name = "Pulse"; + this._shaderName = "pulse"; + + this._texMap = 'assets/images/cubelight.png'; + + this._time = 0.0; + this._dTime = 0.01; + + this._glTextures = []; + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + this.isAnimated = function() { return true; }; + this.getShaderDef = function() { return pulseMaterialDef; } + + /////////////////////////////////////////////////////////////////////// + // Material Property Accessors + /////////////////////////////////////////////////////////////////////// + + var u_tex0_index = 0, + u_xScale_index = 1, + u_yScale_index = 2, + u_speed_index = 3; + + this._propNames = ["u_tex0", "u_xscale", "u_yscale", "u_speed" ]; + this._propLabels = ["Texture map", "X Range", "Y Range", "Speed" ]; + this._propTypes = ["file", "float", "float", "float"]; + this._propValues = []; + + this._propValues[ this._propNames[ u_tex0_index] ] = this._texMap.slice(0); + this._propValues[ this._propNames[u_xScale_index] ] = 0.5; + this._propValues[ this._propNames[u_yScale_index] ] = 0.4; + this._propValues[ this._propNames[ u_speed_index] ] = 1.0; + /////////////////////////////////////////////////////////////////////// + + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplicate method required + + this.init = function( world ) + { + // save the world + if (world) this.setWorld( world ); + + // this variable declared above is inherited set to a smaller delta. + // the pulse material runs a little faster + this._dTime = 0.01; + + // set up the shader + this._shader = new RDGE.jshader(); + this._shader.def = pulseMaterialDef; + this._shader.init(); + + // set up the material node + this._materialNode = RDGE.createMaterialNode("pulseMaterial" + "_" + world.generateUniqueNodeID()); + this._materialNode.setShader(this._shader); + + this._time = 0; + if (this._shader && this._shader['default']) { + this._shader['default'].u_time.set( [this._time] ); + } + + // set the shader values in the shader + this.setShaderValues(); + this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); + this.update( 0 ); + }; + + this.update = function( time ) + { + var material = this._materialNode; + if (material) + { + var technique = material.shaderProgram['default']; + var renderer = RDGE.globals.engine.getContext().renderer; + if (renderer && technique) + { + var glTex = this._glTextures["u_tex0"]; + if (glTex) + { + //this.updateTexture(); + if (glTex.isAnimated()) + glTex.render(); + tex = glTex.getTexture(); + if (tex) + technique.u_tex0.set( tex ); + } + + if (this._shader && this._shader['default']) { + this._shader['default'].u_time.set( [this._time] ); + } + this._time += this._dTime; + } + } + }; + + this.setResolution = function( res ) { + var material = this._materialNode; + if (material) { + var technique = material.shaderProgram['default']; + var renderer = RDGE.globals.engine.getContext().renderer; + if (renderer && technique) { + technique.u_resolution.set( res ); + } + } + }; }; @@ -164,49 +164,49 @@ var PulseMaterial = function PulseMaterial() // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var pulseMaterialDef = {'shaders': - { - 'defaultVShader':"assets/shaders/Basic.vert.glsl", - 'defaultFShader':"assets/shaders/Pulse.frag.glsl" - }, - 'techniques': - { - 'default': - [ - { - 'vshader' : 'defaultVShader', - 'fshader' : 'defaultFShader', - // attributes - 'attributes' : - { - 'vert' : { 'type' : 'vec3' }, - 'normal' : { 'type' : 'vec3' }, - 'texcoord' : { 'type' : 'vec2' } - }, - // parameters - 'params' : - { - 'u_tex0' : { 'type' : 'tex2d' }, - 'u_time' : { 'type' : 'float' }, - 'u_speed' : { 'type' : 'float' }, - 'u_xscale' : { 'type' : 'float' }, - 'u_yscale' : { 'type' : 'float' }, - 'u_resolution' : { 'type' : 'vec2' } - }, - - // render states - 'states' : - { - 'depthEnable' : true, - 'offset':[1.0, 0.1] - } - } - ] - } + { + 'defaultVShader':"assets/shaders/Basic.vert.glsl", + 'defaultFShader':"assets/shaders/Pulse.frag.glsl" + }, + 'techniques': + { + 'default': + [ + { + 'vshader' : 'defaultVShader', + 'fshader' : 'defaultFShader', + // attributes + 'attributes' : + { + 'vert' : { 'type' : 'vec3' }, + 'normal' : { 'type' : 'vec3' }, + 'texcoord' : { 'type' : 'vec2' } + }, + // parameters + 'params' : + { + 'u_tex0' : { 'type' : 'tex2d' }, + 'u_time' : { 'type' : 'float' }, + 'u_speed' : { 'type' : 'float' }, + 'u_xscale' : { 'type' : 'float' }, + 'u_yscale' : { 'type' : 'float' }, + 'u_resolution' : { 'type' : 'vec2' } + }, + + // render states + 'states' : + { + 'depthEnable' : true, + 'offset':[1.0, 0.1] + } + } + ] + } }; //PulseMaterial.prototype = new Material(); if (typeof exports === "object") { - exports.PulseMaterial = PulseMaterial; + exports.PulseMaterial = PulseMaterial; } -- cgit v1.2.3 From 04343eda8c2f870b0da55cfdc8003c99fe1cc4de Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:53:10 -0700 Subject: Remove trailing spaces --- js/lib/rdge/materials/pulse-material.js | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'js/lib/rdge/materials/pulse-material.js') diff --git a/js/lib/rdge/materials/pulse-material.js b/js/lib/rdge/materials/pulse-material.js index 4356c911..2ad174a3 100644 --- a/js/lib/rdge/materials/pulse-material.js +++ b/js/lib/rdge/materials/pulse-material.js @@ -42,7 +42,7 @@ var PulseMaterial = function PulseMaterial() // initialize the inherited members this.inheritedFrom = Material; this.inheritedFrom(); - + /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// @@ -160,16 +160,16 @@ var PulseMaterial = function PulseMaterial() /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader - + // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var pulseMaterialDef = -{'shaders': +{'shaders': { 'defaultVShader':"assets/shaders/Basic.vert.glsl", 'defaultFShader':"assets/shaders/Pulse.frag.glsl" }, 'techniques': - { + { 'default': [ { @@ -183,7 +183,7 @@ var pulseMaterialDef = 'texcoord' : { 'type' : 'vec2' } }, // parameters - 'params' : + 'params' : { 'u_tex0' : { 'type' : 'tex2d' }, 'u_time' : { 'type' : 'float' }, @@ -194,7 +194,7 @@ var pulseMaterialDef = }, // render states - 'states' : + 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] -- cgit v1.2.3