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path: root/js/lib/rdge/materials/deform-material.js
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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> */

var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
var Texture = require("js/lib/rdge/texture").Texture;

var DeformMaterial = function DeformMaterial() {
    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
    this._name = "DeformMaterial";
    this._shaderName = "deform";

    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 DeformMaterial();

        // 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 RDGE.jshader();
        this._shader.def = deformMaterialDef;
        this._shader.init();

        // set up the material node
        this._materialNode = RDGE.createMaterialNode("deformMaterial" + "_" + 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 up the texture
        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);
    };
};

///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
 
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var deformMaterialDef =
{'shaders': 
	{
		'defaultVShader':"assets/shaders/Basic.vert.glsl",
		'defaultFShader':"assets/shaders/Deform.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]
				}
			}
		]
	}
};

DeformMaterial.prototype = new PulseMaterial();

if (typeof exports === "object") {
    exports.DeformMaterial = DeformMaterial;
}