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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 JuliaMaterial = function JuliaMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Julia";
this._shaderName = "julia";
this._defaultTexMap = 'assets/images/rocky-normal.jpg';
this._time = 0.0;
this._dTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
var u_speed_index = 0;
this._propNames = [ "u_speed" ];
this._propLabels = [ "Speed" ];
this._propTypes = [ "float" ];
this._propValues = [];
this._propValues[this._propNames[u_speed_index]] = 1.0;
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this.isAnimated = function() { return true; };
this.getShaderDef = function() { return JuliaMaterialDef; }
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.init = function( world ) {
// save the world
if (world) this.setWorld( world );
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = JuliaMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.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.setShaderValues();
this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] );
this.update( 0 );
};
this.resetToDefault = function()
{
this._propValues[this._propNames[u_speed_index]] = 1.0;
var nProps = this._propNames.length;
for (var i=0; i<nProps; i++)
this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] );
};
}
///////////////////////////////////////////////////////////////////////////////////////
// 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_time' : { 'type' : 'float' },
'u_speed' : { '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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