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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 RadialBlurMaterial = function RadialBlurMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Radial Blur";
this._shaderName = "radialBlur";
this._defaultTexMap = 'assets/images/cubelight.png';
this._defaultColor = [1, 0, 0, 1];
this._time = 0.0;
this._dTime = 0.01;
// array textures indexed by shader uniform name
this._glTextures = [];
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getName = function () { return this._name; };
this.getShaderName = function () { return this._shaderName; };
this.getShaderDef = function() { return radialBlurMaterialDef; };
this.isAnimated = function () { return true; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["u_tex0", "u_speed"];
this._propLabels = ["Texture map", "Speed" ];
this._propTypes = ["file", "float" ];
this._propValues = [];
this._propValues[this._propNames[0]] = this._defaultTexMap.slice(0);
this._propValues[this._propNames[1]] = 1.0;
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// 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 = radialBlurMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("radialBlurMaterial" + "_" + 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 () {
var material = this._materialNode;
if (material) {
var technique = material.shaderProgram['default'];
var renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique) {
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 radialBlurMaterialDef =
{ 'shaders':
{
'defaultVShader': "assets/shaders/Basic.vert.glsl",
'defaultFShader': "assets/shaders/radialBlur.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_resolution': { 'type': 'vec2' },
},
// render states
'states':
{
'depthEnable': true,
'offset': [1.0, 0.1]
}
}
]
}
};
var RaidersMaterial = function RaidersMaterial() {
// initialize the inherited members
this.inheritedFrom = RadialBlurMaterial;
this.inheritedFrom();
this._name = "Raiders";
this._shaderName = "raiders";
this._texMap = 'assets/images/raiders.png';
this._propValues[this._propNames[0]] = this._texMap.slice(0);
// duplicate method required
this.dup = function (world) {
// allocate a new uber material
var newMat = new RaidersMaterial();
// 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;
};
}
RaidersMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.RaidersMaterial = RaidersMaterial;
}
RadialBlurMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.RadialBlurMaterial = RadialBlurMaterial;
}
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