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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 WaterMaterial()
{
// initialize the inherited members
this.inheritedFrom = PulseMaterial;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "WaterMaterial";
this._shaderName = "water";
this._texMap = 'assets/images/rocky-normal.jpg';
this._time = 0.0;
this._dTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
// all defined in parent PulseMaterial.js
// load the local default value
this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function( world )
{
// allocate a new uber material
var newMat = new WaterMaterial();
// 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 )
{
// save the world
if (world) this.setWorld( world );
// set up the shader
this._shader = new jshader();
this._shader.def = waterMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = createMaterialNode("waterMaterial");
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 );
}
}
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var waterMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/Water.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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