/* <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] }, }, ] } };