/* <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> */

///////////////////////////////////////////////////////////////////////
// Class GLMaterial
//      RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
function PlasmaMaterial()
{
    // initialize the inherited members
    this.inheritedFrom = GLMaterial;
    this.inheritedFrom();
   
    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
	this._name = "PlasmaMaterial";
	this._shaderName = "plasma";

	this._time = 0.0;
	this._dTime = 0.01;
	this._speed = 1.0;

	this._color = [1,0,0,1];


    ///////////////////////////////////////////////////////////////////////
    // Property Accessors
    ///////////////////////////////////////////////////////////////////////
	this.getShaderName	= function()	{  return this._shaderName;		}

	this.isAnimated		= function()	{  return true;					}

    ///////////////////////////////////////////////////////////////////////
    // Material Property Accessors
    ///////////////////////////////////////////////////////////////////////
	this._propNames			= ["color"];
	this._propLabels		= ["Color"];
	this._propTypes			= ["color"];
	this._propValues		= [];

	this._propValues[ this._propNames[0] ] = this._color;

    this.setProperty = function( prop, value )
	{
		// make sure we have legitimate imput
		if (this.validateProperty( prop, value ))
		{
			this._color = value.slice(0);
			this._shader.default[prop].set(value);
		}
	}
    ///////////////////////////////////////////////////////////////////////

    ///////////////////////////////////////////////////////////////////////
    // Methods
    ///////////////////////////////////////////////////////////////////////
	// duplcate method requirde
	this.dup = function()	{  return new PlasmaMaterial();	} 

	this.init = function()
	{
		// set up the shader
		this._shader = new jshader();
		this._shader.def = plasmaShaderDef;
		this._shader.init();

		// set the default value
		this._time = 0;
		this._shader.default.u_time = this._time;
		this.setProperty( "color", [this._time, 0, 0,  1] );

		// set up the material node
		this._materialNode = createMaterialNode("plasmaMaterial");
		this._materialNode.setShader(this._shader);
	}

	this.update = function( time )
	{
		this._shader.default.u_time = this._time;
		var color = this.getProperty( "color" );
		color[0] = this._time;
		this.setProperty( "color", color );
		//console.log( "update color to: " + color );
		this._time += this._dTime;
	}

}

///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
 
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var plasmaShaderDef =
{'shaders': 
	{
		'defaultVShader':"assets/shaders/plasma.vert.glsl",
		'defaultFShader':"assets/shaders/plasma.frag.glsl",
	},
	'techniques':
	{ 
		'default':
		[
			{
				'vshader' : 'defaultVShader',
				'fshader' : 'defaultFShader',
				// attributes
				'attributes' :
				{
					'vert'	:	{ 'type' : 'vec3' },
					'normal' :	{ 'type' : 'vec3' },
					'texcoord'	:	{ 'type' : 'vec2' },
				},
				// parameters
				'params' : 
				{
					'u_time' : { 'type' : 'float' },
					'color' : { 'type' : 'vec4' }
				},

				// render states
				'states' : 
				{
					'depthEnable' : true,
					'offset':[1.0, 0.1]
				},
			},
		]
	}
};