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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 JuliaMaterial = function JuliaMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "JuliaMaterial";
this._shaderName = "julia";
this._texMap = 'assets/images/rocky-normal.jpg';
this._time = 0.0;
this._dTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
// no properties
this._propNames = [];
this._propLabels = [];
this._propTypes = [];
this._propValues = [];
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function( world ) {
// allocate a new uber material
var newMat = new JuliaMaterial();
// 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 = JuliaMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = createMaterialNode("juliaMaterial" + "_" + 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.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
this.update( 0 );
};
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 = time;
}
}
}
}
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var JuliaMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/Julia.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]
}
}
]
}
};
JuliaMaterial.prototype = new PulseMaterial();
if (typeof exports === "object") {
exports.JuliaMaterial = JuliaMaterial;
}
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