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path: root/js/lib/rdge/materials/twist-vert-material.js
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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 TwistVertMaterial = function TwistVertMaterial()
{
	// initialize the inherited members
	this.inheritedFrom = Material;
	this.inheritedFrom();

	///////////////////////////////////////////////////////////////////////
	// Instance variables
	///////////////////////////////////////////////////////////////////////
	this._name = "Twist Vertex";
	this._shaderName = "twistVert";

	this._tex0 = 'assets/images/rocky-normal.jpg';
	this._tex1 = 'assets/images/metal.png';

	this._angle = 0.0;
	this._deltaTime = 0.01;
	this._speed = 1.0;

	///////////////////////////////////////////////////////////////////////
	// Property Accessors
	///////////////////////////////////////////////////////////////////////
	this.getShaderName = function () { return this._shaderName; };
	this.isAnimated = function () { return true; };
	this.getShaderDef	= function()	{  return twistVertShaderDef;	};
	this.getTechniqueName	= function() { return 'twistMe' };
	
	this.hasVertexDeformation = function () { return this._hasVertexDeformation; };
	this._hasVertexDeformation = true;
	this._vertexDeformationTolerance = 0.02; // should be a property

	///////////////////////////////////////////////////////////////////////
	// Material Property Accessors
	///////////////////////////////////////////////////////////////////////
	this._propNames = [ "u_limit1",				"u_limit2",			"u_twistAmount",	"speed",		"u_tex0",						"u_tex1"];
	this._propLabels = [ "Start Parameter",		"End Paramater",	"Twist Amount",		"Speed",		"Front facing texture map",		"Back facing texture map"];
	this._propTypes = [ "float",				"float",			"angle",			"float",		"file",							"file"];
	this._propValues = [];

	// initialize the property values
	this._propValues[this._propNames[0]] = 0.0;
	this._propValues[this._propNames[1]] = 1.0;
	this._propValues[this._propNames[2]] = 2.0 * Math.PI;
	this._propValues[this._propNames[3]] = this._speed;
	this._propValues[this._propNames[4]] = this._tex0.slice();
	this._propValues[this._propNames[5]] = this._tex1.slice();
	///////////////////////////////////////////////////////////////////////

	///////////////////////////////////////////////////////////////////////
	// Methods
	///////////////////////////////////////////////////////////////////////

	this.init = function (world)
	{
		this.setWorld(world);

		// set up the shader
		this._shader = new RDGE.jshader();
		this._shader.def = twistVertShaderDef;
		this._shader.init();

		// set up the material node
		this._materialNode = RDGE.createMaterialNode("twistVertMaterial" + "_" + world.generateUniqueNodeID());
		this._materialNode.setShader(this._shader);


		// initialize the twist vert properties
        this.setShaderValues();
	};

	this.update = function (time)
	{
		if (this._shader && this._shader.twistMe)
		{
			var technique = this._shader.twistMe;
		   
			var angle = this._angle;
			angle += this._deltaTime * this._propValues["speed"];
			if (angle > this._propValues["u_twistAmount"])
			{
				angle = this._propValues["u_twistAmount"];
				this._deltaTime = -this._deltaTime;
			}
			else if (angle < 0.0)
			{
				angle = 0;
				this._deltaTime = -this._deltaTime;
			}
			this._angle = angle;
			this._shader.twistMe["u_twistAmount"].set([angle]);

			var tex;
			var glTex = this._glTextures["u_tex0"];
			if (glTex)
			{
				//if (glTex.isAnimated())
					glTex.render();
				tex = glTex.getTexture();
				if (tex)
					technique.u_tex0.set( tex );
			}

			glTex = this._glTextures["u_tex1"];
			if (glTex)
			{
				//if (glTex.isAnimated())
					glTex.render();
				tex = glTex.getTexture();
				if (tex)
					technique.u_tex1.set( tex );
			}

		}
	}
};

// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
twistVertShaderDef =
{
	'shaders': { // shader files
		'defaultVShader': "assets/shaders/TwistVert.vert.glsl",
		'defaultFShader': "assets/shaders/TwistVert.frag.glsl"
	},
	'techniques': { // rendering control
		'twistMe': [ // simple color pass
			{
			'vshader': 'defaultVShader',
			'fshader': 'defaultFShader',

			// attributes
			'attributes':
				 {
					 'vert': { 'type': 'vec3' },
					 'normal': { 'type': 'vec3' },
					 'texcoord': { 'type': 'vec2' }
				 },
			// attributes
			'params':
				 {
					'u_tex0': { 'type' : 'tex2d' },
					'u_tex1': { 'type' : 'tex2d' },
					 'u_limit1': { 'type': 'float' },
					 'u_limit2': { 'type': 'float' },
					 'u_minVal': { 'type': 'float' },
					 'u_maxVal': { 'type': 'float' },
					 'u_center': { 'type': 'float' },
					 'u_twistAmount': { 'type': 'float' },
					 'speed': { 'type': 'float' }
				 }
			}
		]
	}
};

if (typeof exports === "object") {
	exports.TwistVertMaterial = TwistVertMaterial;
}