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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 Material = require("js/lib/rdge/materials/material").Material;
var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
var Texture = require("js/lib/rdge/texture").Texture;
var FlagMaterial = function FlagMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Flag";
this._shaderName = "flag";
this._texMap = 'assets/images/us_flag.png';
this._time = 0.0;
this._dTime = 0.1;
this._speed = 1.0;
this._waveWidth = 1.0;
this._waveHeight = 1.0;
this._hasVertexDeformation = true;
// array textures indexed by shader uniform name
this._glTextures = [];
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
// all defined in parent PulseMaterial.js
// load the local default value
this._propNames = ["u_tex0", "u_waveWidth", "u_waveHeight", "u_speed" ];
this._propLabels = ["Texture map", "Wave Width", "Wave Height", "Speed" ];
this._propTypes = ["file", "float", "float", "float" ];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
this._propValues[ this._propNames[1] ] = this._waveWidth;
this._propValues[ this._propNames[2] ] = this._waveHeight;
this._propValues[ this._propNames[3] ] = this._speed;
// a material can be animated or not. default is not.
// Any material needing continuous rendering should override this method
this.isAnimated = function() { return true; };
this.getShaderDef = function() { return flagMaterialDef; }
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.init = function( world )
{
// save the world
if (world) this.setWorld( world );
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = flagMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("flagMaterial" + "_" + 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.update( 0 );
}
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var flagMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Flag.vert.glsl",
'defaultFShader':"assets/shaders/Flag.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_waveWidth' : { 'type' : 'float' },
'u_waveHeight' : { 'type' : 'float' }
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
}
}
]
}
};
FlagMaterial.prototype = new PulseMaterial();
if (typeof exports === "object") {
exports.FlagMaterial = FlagMaterial;
}
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