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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 PlasmaMaterial = function PlasmaMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "PlasmaMaterial";
this._shaderName = "plasma";
this._time = 0.0;
this._dTime = 0.01;
this._speed = 1.0;
this._wave = 0.0;
this._wave1 = 0.6;
this._wave2 = 0.8;
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
this._propNames = ["wave", "wave1", "wave2", "speed"];
this._propLabels = ["Wave", "Wave 1", "Wave 2", "Speed"];
this._propTypes = ["float", "float", "float", "float"];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._wave;
this._propValues[ this._propNames[1] ] = this._wave1;
this._propValues[ this._propNames[2] ] = this._wave2;
this._propValues[ this._propNames[3] ] = this._speed;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getShaderName = function() { return this._shaderName; };
this.isAnimated = function() { return true; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function (world) {
// get the current values;
var propNames = [], propValues = [], propTypes = [], propLabels = [];
this.getAllProperties(propNames, propValues, propTypes, propLabels);
// allocate a new material
var newMat = new PlasmaMaterial();
// copy over the current values;
var n = propNames.length;
for (var i = 0; i < n; i++)
newMat.setProperty(propNames[i], propValues[i]);
return newMat;
};
this.setProperty = function( prop, value )
{
// make sure we have legitimate imput
var ok = this.validateProperty( prop, value );
if (!ok) {
console.log( "invalid property in Water Material:" + prop + " : " + value );
}
switch (prop)
{
case "wave":
this._wave = value;
break;
case "wave1":
this._wave1 = value;
break;
case "wave2":
this._wave2 = value;
break;
case "speed":
this._speed = value;
break;
}
this.updateParameters();
};
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function() {
return new PlasmaMaterial();
};
this.init = function( world)
{
this.setWorld( world );
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = plasmaShaderDef;
this._shader.init();
// set the default value
this._time = 0;
this._shader['default'].u_time.set( [this._time] );
this._shader['default'].u_speed.set( [this._speed] );
this._shader['default'].u_wave.set( [this._wave] );
this._shader['default'].u_wave1.set( [this._wave1] );
this._shader['default'].u_wave2.set( [this._wave2] );
// set up the material node
this._materialNode = RDGE.createMaterialNode("plasmaMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
};
this.updateParameters = function()
{
this._propValues[ this._propNames[0] ] = this._wave;
this._propValues[ this._propNames[1] ] = this._wave1;
this._propValues[ this._propNames[2] ] = this._wave2;
this._propValues[ this._propNames[3] ] = this._speed;
var material = this._materialNode;
if (material) {
var technique = material.shaderProgram['default'];
var renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique) {
technique.u_wave.set( [this._wave] );
technique.u_wave1.set( [this._wave1] );
technique.u_wave2.set( [this._wave2] );
technique.u_speed.set( [this._speed] );
}
}
};
this.update = function( time ) {
this._shader['default'].u_time.set( [this._time] );
this._time += this._dTime;
};
this.exportJSON = function()
{
var jObj =
{
'material' : this.getShaderName(),
'name' : this.getName(),
'speed' : this._speed,
'dTime' : this._dTime,
'wave' : this._wave,
'wave1' : this._wave1,
'wave2' : this._wave2
};
return jObj;
};
this.importJSON = function( jObj )
{
this._speed = jObj.speed;
this._dTime = jObj.dTime;
this._wave = jObj.wave;
this._wave1 = jObj.wave1;
this._wave2 = jObj.wave2;
};
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var plasmaShaderDef =
{'shaders':
{
'defaultVShader':"assets/shaders/plasma.vert.glsl",
'defaultFShader':"assets/shaders/plasma.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_wave' : { 'type' : 'float' },
'u_wave1': { 'type' : 'float' },
'u_wave2': { 'type' : 'float' }
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
}
}
]
}
};
PlasmaMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.PlasmaMaterial = PlasmaMaterial;
}
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