From 1e649405d66f17d6acddb9055b181bba7ad70566 Mon Sep 17 00:00:00 2001 From: hwc487 Date: Wed, 16 May 2012 13:41:48 -0700 Subject: Exposing parameters in Water Material --- js/lib/rdge/materials/water-material.js | 172 ++++++++++++++++++++++++++++---- 1 file changed, 150 insertions(+), 22 deletions(-) (limited to 'js/lib/rdge') diff --git a/js/lib/rdge/materials/water-material.js b/js/lib/rdge/materials/water-material.js index 18a73915..1f0aa46e 100644 --- a/js/lib/rdge/materials/water-material.js +++ b/js/lib/rdge/materials/water-material.js @@ -23,14 +23,29 @@ var WaterMaterial = function WaterMaterial() { this._time = 0.0; this._dTime = 0.01; + this._emboss = 0.3; + this._delta = 20.0; + this._intensity = 3.0; + + this._speed = 0.2; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // all defined in parent PulseMaterial.js // load the local default value - this._propValues = []; - this._propValues[this._propNames[0]] = this._texMap.slice(0); + //this._propValues = []; + //this._propValues[this._propNames[0]] = this._texMap.slice(0); + this._propNames = ["texmap", "emboss", "delta", "intensity", "speed"]; + this._propLabels = ["Texture map", "Emboss", "Delta", "Intensity", "Speed"]; + this._propTypes = ["file", "float", "float", "float", "float"]; + + this._propValues = []; + this._propValues[ this._propNames[0] ] = this._texMap.slice(0); + this._propValues[ this._propNames[1] ] = this._emboss; + this._propValues[ this._propNames[2] ] = this._delta; + this._propValues[ this._propNames[3] ] = this._intensity; + this._propValues[ this._propNames[4] ] = this._speed; /////////////////////////////////////////////////////////////////////// // Methods @@ -52,32 +67,141 @@ var WaterMaterial = function WaterMaterial() { return newMat; }; + this.setProperty = function( prop, value ) { + // make sure we have legitimate imput + var ok = this.validateProperty( prop, value ); + if (!ok) { + console.log( "invalid property in Water Material:" + prop + " : " + value ); + } + + switch (prop) + { + case "texmap": + this.setTextureMap(value); + break; + + case "emboss": + this.setEmboss( value ); + break; + + case "delta": + this.setDelta( value ); + break; + + case "intensity": + this.setIntensity( value ); + break; + + case "speed": + this.setSpeed( value ); + break; + + case "color": + break; + } + }; + this.init = function (world) { - // save the world - if (world) this.setWorld(world); + // save the world + if (world) this.setWorld(world); + + // set up the shader + this._shader = new RDGE.jshader(); + this._shader.def = waterMaterialDef; + this._shader.init(); + + // set up the material node + this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID()); + this._materialNode.setShader(this._shader); + + this._time = 0; + if (this._shader && this._shader['default']) { + this._shader['default'].u_time.set([this._time]); + + this._shader['default'].u_emboss.set( [this._emboss] ); + this._shader['default'].u_delta.set( [this._delta] ); + this._shader['default'].u_intensity.set( [this._intensity] ); + this._shader['default'].u_speed.set( [this._speed] ); + } + + var texMapName = this._propValues[this._propNames[0]]; + this._glTex = new Texture( world, texMapName ); + + // set the shader values in the shader + this.updateTexture(); + this.setResolution([world.getViewportWidth(), world.getViewportHeight()]); + this.update(0); + }; + + this.setTextureMap = function( texMapName ) + { + this._texMap = texMapName.slice(); + this._propValues[ this._propNames[0] ] = this._texMap.slice(0); - // set up the shader - this._shader = new RDGE.jshader(); - this._shader.def = waterMaterialDef; - this._shader.init(); + this._glTex = new Texture( this.getWorld(), texMapName ); + this.updateTexture(); + } - // set up the material node - this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID()); - this._materialNode.setShader(this._shader); + this.setEmboss = function( value ) + { + this._emboss = value; + this._propValues[ "emboss" ] = value; + + var material = this._materialNode; + if (material) { + var technique = material.shaderProgram['default']; + var renderer = RDGE.globals.engine.getContext().renderer; + if (renderer && technique) { + technique.u_emboss.set( [value] ); + } + } + } - this._time = 0; - if (this._shader && this._shader['default']) { - this._shader['default'].u_time.set([this._time]); - } + this.setIntensity = function( value ) + { + this._intensity = value; + this._propValues[ "intensity" ] = value; + + var material = this._materialNode; + if (material) { + var technique = material.shaderProgram['default']; + var renderer = RDGE.globals.engine.getContext().renderer; + if (renderer && technique) { + technique.u_intensity.set( [value] ); + console.log( "setting intensity to: " + value ); + } + } + } - var texMapName = this._propValues[this._propNames[0]]; - this._glTex = new Texture( world, texMapName ); + this.setDelta = function( value ) + { + this._delta = value; + this._propValues[ "delta" ] = value; + + var material = this._materialNode; + if (material) { + var technique = material.shaderProgram['default']; + var renderer = RDGE.globals.engine.getContext().renderer; + if (renderer && technique) { + technique.u_delta.set( [value] ); + } + } + } - // set the shader values in the shader - this.updateTexture(); - this.setResolution([world.getViewportWidth(), world.getViewportHeight()]); - this.update(0); - }; + this.setSpeed = function( value ) + { + this._speed = value; + this._propValues[ "speed" ] = value; + + var material = this._materialNode; + if (material) { + var technique = material.shaderProgram['default']; + var renderer = RDGE.globals.engine.getContext().renderer; + if (renderer && technique) { + technique.u_speed.set( [value] ); + } + } + } }; /////////////////////////////////////////////////////////////////////////////////////// @@ -109,6 +233,10 @@ var waterMaterialDef = { 'u_tex0': { 'type': 'tex2d' }, 'u_time': { 'type': 'float' }, + 'u_emboss': { 'type': 'float' }, + 'u_delta': { 'type': 'float' }, + 'u_speed': { 'type': 'float' }, + 'u_intensity': { 'type': 'float' }, 'u_resolution': { 'type': 'vec2' } }, -- cgit v1.2.3