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Diffstat (limited to 'js/lib/rdge/materials/flag-material.js')
-rw-r--r-- | js/lib/rdge/materials/flag-material.js | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/js/lib/rdge/materials/flag-material.js b/js/lib/rdge/materials/flag-material.js new file mode 100644 index 00000000..a8c319e4 --- /dev/null +++ b/js/lib/rdge/materials/flag-material.js | |||
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1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | var Material = require("js/lib/rdge/materials/material").Material; | ||
9 | var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; | ||
10 | var Texture = require("js/lib/rdge/texture").Texture; | ||
11 | |||
12 | var FlagMaterial = function FlagMaterial() { | ||
13 | /////////////////////////////////////////////////////////////////////// | ||
14 | // Instance variables | ||
15 | /////////////////////////////////////////////////////////////////////// | ||
16 | this._name = "FlagMaterial"; | ||
17 | this._shaderName = "flag"; | ||
18 | |||
19 | this._texMap = 'assets/images/us_flag.png'; | ||
20 | |||
21 | this._time = 0.0; | ||
22 | this._dTime = 0.1; | ||
23 | |||
24 | this._speed = 1.0; | ||
25 | this._waveWidth = 1.0; | ||
26 | this._waveHeight = 1.0; | ||
27 | |||
28 | this._hasVertexDeformation = true; | ||
29 | |||
30 | /////////////////////////////////////////////////////////////////////// | ||
31 | // Properties | ||
32 | /////////////////////////////////////////////////////////////////////// | ||
33 | // all defined in parent PulseMaterial.js | ||
34 | // load the local default value | ||
35 | this._propNames = ["u_tex0", "u_waveWidth", "u_waveHeight", "u_speed" ]; | ||
36 | this._propLabels = ["Texture map", "Wave Width", "Wave Height", "Speed" ]; | ||
37 | this._propTypes = ["file", "float", "float", "float" ]; | ||
38 | this._propValues = []; | ||
39 | |||
40 | this._propValues[ this._propNames[0] ] = this._texMap.slice(0); | ||
41 | this._propValues[ this._propNames[1] ] = this._waveWidth; | ||
42 | this._propValues[ this._propNames[2] ] = this._waveHeight; | ||
43 | this._propValues[ this._propNames[3] ] = this._speed; | ||
44 | |||
45 | |||
46 | // a material can be animated or not. default is not. | ||
47 | // Any material needing continuous rendering should override this method | ||
48 | this.isAnimated = function() { return true; }; | ||
49 | this.getShaderDef = function() { return flagMaterialDef; } | ||
50 | |||
51 | /////////////////////////////////////////////////////////////////////// | ||
52 | // Methods | ||
53 | /////////////////////////////////////////////////////////////////////// | ||
54 | // duplcate method requirde | ||
55 | |||
56 | this.init = function( world ) | ||
57 | { | ||
58 | // save the world | ||
59 | if (world) this.setWorld( world ); | ||
60 | |||
61 | // set up the shader | ||
62 | this._shader = new RDGE.jshader(); | ||
63 | this._shader.def = flagMaterialDef; | ||
64 | this._shader.init(); | ||
65 | |||
66 | // set up the material node | ||
67 | this._materialNode = RDGE.createMaterialNode("flagMaterial" + "_" + world.generateUniqueNodeID()); | ||
68 | this._materialNode.setShader(this._shader); | ||
69 | |||
70 | this._time = 0; | ||
71 | if (this._shader && this._shader['default']) | ||
72 | this._shader['default'].u_time.set( [this._time] ); | ||
73 | |||
74 | // set the shader values in the shader | ||
75 | this.setShaderValues(); | ||
76 | this.update( 0 ); | ||
77 | } | ||
78 | }; | ||
79 | |||
80 | /////////////////////////////////////////////////////////////////////////////////////// | ||
81 | // RDGE shader | ||
82 | |||
83 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | ||
84 | var flagMaterialDef = | ||
85 | {'shaders': | ||
86 | { | ||
87 | 'defaultVShader':"assets/shaders/Flag.vert.glsl", | ||
88 | 'defaultFShader':"assets/shaders/Flag.frag.glsl" | ||
89 | }, | ||
90 | 'techniques': | ||
91 | { | ||
92 | 'default': | ||
93 | [ | ||
94 | { | ||
95 | 'vshader' : 'defaultVShader', | ||
96 | 'fshader' : 'defaultFShader', | ||
97 | // attributes | ||
98 | 'attributes' : | ||
99 | { | ||
100 | 'vert' : { 'type' : 'vec3' }, | ||
101 | 'normal' : { 'type' : 'vec3' }, | ||
102 | 'texcoord' : { 'type' : 'vec2' } | ||
103 | }, | ||
104 | // parameters | ||
105 | 'params' : | ||
106 | { | ||
107 | 'u_tex0': { 'type' : 'tex2d' }, | ||
108 | 'u_time' : { 'type' : 'float' }, | ||
109 | 'u_speed' : { 'type' : 'float' }, | ||
110 | 'u_waveWidth' : { 'type' : 'float' }, | ||
111 | 'u_waveHeight' : { 'type' : 'float' } | ||
112 | }, | ||
113 | |||
114 | // render states | ||
115 | 'states' : | ||
116 | { | ||
117 | 'depthEnable' : true, | ||
118 | 'offset':[1.0, 0.1] | ||
119 | } | ||
120 | } | ||
121 | ] | ||
122 | } | ||
123 | }; | ||
124 | |||
125 | FlagMaterial.prototype = new PulseMaterial(); | ||
126 | |||
127 | if (typeof exports === "object") { | ||
128 | exports.FlagMaterial = FlagMaterial; | ||
129 | } | ||
130 | |||
131 | |||
132 | |||
133 | |||