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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
function PulseMaterial()
{
// initialize the inherited members
this.inheritedFrom = GLMaterial;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "PulseMaterial";
this._shaderName = "pulse";
this._texMap = 'assets/images/cubelight.png';
this._time = 0.0;
this._dTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getName = function() { return this._name; }
this.getShaderName = function() { return this._shaderName; }
this.getTextureMap = function() { return this._texMap.slice(0); }
this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); }
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["texmap"];
this._propLabels = ["Texture map"];
this._propTypes = ["file"];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
this.setProperty = function( prop, value )
{
// make sure we have legitimate imput
var ok = this.validateProperty( prop, value );
if (!ok)
console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value );
switch (prop)
{
case "texmap":
this.setTextureMap(value);
break;
case "color":
break;
}
}
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function( world )
{
// allocate a new uber material
var newMat = new PulseMaterial();
// copy over the current values;
var propNames = [], propValues = [], propTypes = [], propLabels = [];
this.getAllProperties( propNames, propValues, propTypes, propLabels);
var n = propNames.length;
for (var i=0; i<n; i++)
newMat.setProperty( propNames[i], propValues[i] );
return newMat;
}
this.init = function( world )
{
// set up the shader
this._shader = new jshader();
this._shader.def = pulseMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = createMaterialNode("pulseMaterial");
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.updateTexture();
this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
this.update( 0 );
}
this.updateTexture = function()
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.default;
var renderer = g_Engine.getContext().renderer;
if (renderer && technique)
{
var texMapName = this._propValues[this._propNames[0]];
var tex = renderer.getTextureByName(texMapName, 'REPEAT');
if (tex)
technique.u_tex0.set( tex );
}
}
}
this.update = function( time )
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.default;
var renderer = g_Engine.getContext().renderer;
if (renderer && technique)
{
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 = g_Engine.getContext().renderer;
if (renderer && technique)
{
technique.u_resolution.set( res );
}
}
}
this.export = function()
{
// every material needs the base type and instance name
var exportStr = "material: " + this.getShaderName() + "\n";
exportStr += "name: " + this.getName() + "\n";
// every material needs to terminate like this
exportStr += "endMaterial\n";
return exportStr;
}
this.import = function( importStr )
{
var pu = new ParseUtils( importStr );
var material = pu.nextValue( "material: " );
if (material != this.getShaderName()) throw new Error( "ill-formed material" );
this.setName( pu.nextValue( "name: ") );
var rtnStr;
return rtnStr;
}
}
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// 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_resolution' : { 'type' : 'vec2' },
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
},
},
]
}
};
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