/*
This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
function PulseMaterial()
{
// initialize the inherited members
this.inheritedFrom = GLMaterial;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "PulseMaterial";
this._shaderName = "pulse";
this._texMap = 'assets/images/cubelight.png';
this._time = 0.0;
this._dTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getName = function() { return this._name; }
this.getShaderName = function() { return this._shaderName; }
this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null }
this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); }
this.isAnimated = function() { return true; }
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["texmap"];
this._propLabels = ["Texture map"];
this._propTypes = ["file"];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
this.setProperty = function( prop, value )
{
// make sure we have legitimate imput
var ok = this.validateProperty( prop, value );
if (!ok)
console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value );
switch (prop)
{
case "texmap":
this.setTextureMap(value);
break;
case "color":
break;
}
}
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function( world )
{
// save the world
if (world) this.setWorld( world );
// allocate a new uber material
var newMat = new PulseMaterial();
// 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 200.0) this._time = 0.0;
}
}
}
this.setResolution = function( res )
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram.default;
var renderer = g_Engine.getContext().renderer;
if (renderer && technique)
{
technique.u_resolution.set( res );
}
}
}
this.export = function()
{
// every material needs the base type and instance name
var exportStr = "material: " + this.getShaderName() + "\n";
exportStr += "name: " + this.getName() + "\n";
var texMapName = this._propValues[this._propNames[0]];
exportStr += "texture: " + texMapName + "\n";
// every material needs to terminate like this
exportStr += "endMaterial\n";
return exportStr;
}
this.import = function( importStr )
{
var pu = new ParseUtils( importStr );
var material = pu.nextValue( "material: " );
if (material != this.getShaderName()) throw new Error( "ill-formed material" );
this.setName( pu.nextValue( "name: ") );
var rtnStr;
try
{
var endKey = "endMaterial\n";
var index = importStr.indexOf( endKey );
index += endKey.length;
rtnStr = importStr.substr( index );
}
catch (e)
{
throw new Error( "could not import material: " + importStr );
}
return rtnStr;
}
}
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var pulseMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/Pulse.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]
},
},
]
}
};