aboutsummaryrefslogtreecommitdiff
path: root/js/lib/rdge/materials/z-invert-material.js
blob: e1149f8b544609ca925d3cf0a561307aa2497685 (plain)
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
/* <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 ZInvertMaterial = function ZInvertMaterial() {
    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
    this._name = "ZInvertMaterial";
    this._shaderName = "zinvert";

    this._texMap = 'assets/images/rocky-normal.jpg';

    this._time = 0.0;
    this._dTime = 0.01;

    ///////////////////////////////////////////////////////////////////////
    // Properties
    ///////////////////////////////////////////////////////////////////////
    // all defined in parent PulseMaterial.js
    // load the local default value
    this._propValues[this._propNames[0]] = this._texMap.slice(0);

    ///////////////////////////////////////////////////////////////////////
    // Methods
    ///////////////////////////////////////////////////////////////////////
    // duplicate method required
    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 ZInvertMaterial();

		// 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 = zInvertMaterialDef;
        this._shader.init();

        // set up the material node
        this._materialNode = RDGE.createMaterialNode("zInvertMaterial" + "_" + 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 up the texture
        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 zInvertMaterialDef =
{ 'shaders':
	{
	    'defaultVShader': "assets/shaders/Basic.vert.glsl",
	    'defaultFShader': "assets/shaders/ZInvert.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]
				}
			}
		]
	}
};

ZInvertMaterial.prototype = new PulseMaterial();

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