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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 ReliefTunnelMaterial = function ReliefTunnelMaterial()
{
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Relief Tunnel";
this._shaderName = "reliefTunnel";
this._defaultTexMap = 'assets/images/rocky-normal.jpg';
this._time = 0.0;
this._dTime = 0.01;
// array textures indexed by shader uniform name
this._glTextures = [];
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
var u_tex0_index = 0, u_speed_index = 1;
this._propNames = ["u_tex0", "u_speed" ];
this._propLabels = ["Texture map", "Speed" ];
this._propTypes = ["file", "float" ];
this._propValues = [];
this._propValues[this._propNames[u_tex0_index]] = this._defaultTexMap.slice(0);
this._propValues[this._propNames[u_speed_index]] = 1.0;
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this.isAnimated = function() { return true; };
this.getShaderDef = function() { return reliefTunnelMaterialDef; };
///////////////////////////////////////////////////////////////////////
// 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 = reliefTunnelMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("reliefTunnelMaterial" + "_" + 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_tex0_index]] = this._defaultTexMap.slice(0);
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 reliefTunnelMaterialDef =
{ 'shaders':
{
'defaultVShader': "assets/shaders/Basic.vert.glsl",
'defaultFShader': "assets/shaders/ReliefTunnel.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]
}
}
]
}
};
ReliefTunnelMaterial.prototype = new PulseMaterial();
if (typeof exports === "object") {
exports.ReliefTunnelMaterial = ReliefTunnelMaterial;
}
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