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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 Texture = require("js/lib/rdge/texture").Texture;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var PulseMaterial = function PulseMaterial()
{
var MaterialLibrary = require("js/models/materials-model").MaterialsModel;
// initialize the inherited members
this.inheritedFrom = Material;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "PulseMaterial";
this._shaderName = "pulse";
this._texMap = 'assets/images/cubelight.png';
this._time = 0.0;
this._dTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.isAnimated = function() { return true; };
this.getShaderDef = function() { return pulseMaterialDef; }
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
var u_tex0_index = 0,
u_xScale_index = 1,
u_yScale_index = 2,
u_speed_index = 3;
this._propNames = ["u_tex0", "u_xscale", "u_yscale", "u_speed" ];
this._propLabels = ["Texture map", "X Range", "Y Range", "Speed" ];
this._propTypes = ["file", "float", "float", "float"];
this._propValues = [];
this._propValues[ this._propNames[ u_tex0_index] ] = this._texMap.slice(0);
this._propValues[ this._propNames[u_xScale_index] ] = 0.5;
this._propValues[ this._propNames[u_yScale_index] ] = 0.4;
this._propValues[ this._propNames[ u_speed_index] ] = 1.0;
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplicate method required
this.init = function( world )
{
// save the world
if (world) this.setWorld( world );
// this variable declared above is inherited set to a smaller delta.
// the pulse material runs a little faster
this._dTime = 0.01;
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = pulseMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("pulseMaterial" + "_" + 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.update = function( time )
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram['default'];
var renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique)
{
var glTex = this._glTextures["u_tex0"];
if (glTex)
{
//this.updateTexture();
if (glTex.isAnimated())
glTex.render();
tex = glTex.getTexture();
if (tex)
technique.u_tex0.set( tex );
}
if (this._shader && this._shader['default']) {
this._shader['default'].u_time.set( [this._time] );
}
this._time += this._dTime;
}
}
};
this.setResolution = function( res ) {
var material = this._materialNode;
if (material) {
var technique = material.shaderProgram['default'];
var renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique) {
technique.u_resolution.set( res );
}
}
};
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var pulseMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/Pulse.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_xscale' : { 'type' : 'float' },
'u_yscale' : { 'type' : 'float' },
'u_resolution' : { 'type' : 'vec2' }
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
}
}
]
}
};
//PulseMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.PulseMaterial = PulseMaterial;
}
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