1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
|
/* <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;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var WaterMaterial = function WaterMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "WaterMaterial";
this._shaderName = "water";
this._texMap = 'assets/images/rocky-normal.jpg';
//this._texMap = 'assets/images/powderblue.png';
this._time = 0.0;
this._dTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
// all defined in parent PulseMaterial.js
// load the local default value
this._propValues = [];
this._propValues[this._propNames[0]] = this._texMap.slice(0);
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// 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 WaterMaterial();
// 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.init = function (world) {
// save the world
if (world) this.setWorld(world);
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = waterMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
this._time = 0;
if (this._shader && this._shader['default']) {
this._shader['default'].u_time.set([this._time]);
}
var texMapName = this._propValues[this._propNames[0]];
this._glTex = new Texture( world, texMapName );
// set the shader values in the shader
this.updateTexture();
this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
this.update(0);
};
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var waterMaterialDef =
{ 'shaders':
{
'defaultVShader': "assets/shaders/Basic.vert.glsl",
'defaultFShader': "assets/shaders/Water2.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_resolution': { 'type': 'vec2' }
},
// render states
'states':
{
'depthEnable': true,
'offset': [1.0, 0.1]
}
}
]
}
};
var ParisMaterial = function ParisMaterial() {
// initialize the inherited members
this.inheritedFrom = WaterMaterial;
this.inheritedFrom();
this._name = "ParisMaterial";
this._shaderName = "paris";
this._texMap = 'assets/images/paris.png';
this._propValues[this._propNames[0]] = this._texMap.slice(0);
this._diffuseColor = [0.5, 0.5, 0.5, 0.5];
this._propValues[this._propNames[1]] = this._diffuseColor.slice();
// duplcate method requirde
this.dup = function (world) {
// allocate a new uber material
var newMat = new ParisMaterial();
// 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;
};
this.init = function (world) {
// save the world
if (world) this.setWorld(world);
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = parisMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("parisMaterial" + "_" + 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.updateTexture();
this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
this.update(0);
};
}
ParisMaterial.prototype = new PulseMaterial();
if (typeof exports === "object") {
exports.ParisMaterial = ParisMaterial;
}
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var parisMaterialDef =
{ 'shaders':
{
'defaultVShader': "assets/shaders/Basic.vert.glsl",
'defaultFShader': "assets/shaders/Paris.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_resolution': { 'type': 'vec2' }
},
// render states
'states':
{
'depthEnable': true,
'offset': [1.0, 0.1]
}
}
]
}
};
WaterMaterial.prototype = new PulseMaterial();
if (typeof exports === "object") {
exports.WaterMaterial = WaterMaterial;
}
|