/* <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 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<n; i++) newMat.setProperty( propNames[i], propValues[i] ); return newMat; } this.init = function( world ) { // save the world if (world) this.setWorld( world ); // this variable declared above is inherited set to a smaller delta. // the pulse material runs a little faster this._dTime = 0.01; // set up the shader this._shader = new jshader(); this._shader.def = pulseMaterialDef; this._shader.init(); // set up the material node this._materialNode = createMaterialNode("pulseMaterial"); this._materialNode.setShader(this._shader); this._time = 0; if (this._shader && this._shader.default) this._shader.default.u_time.set( [this._time] ); // set the shader values in the shader this.updateTexture(); this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); this.update( 0 ); } this.updateTexture = function() { var material = this._materialNode; if (material) { var technique = material.shaderProgram.default; var renderer = g_Engine.getContext().renderer; if (renderer && technique) { var texMapName = this._propValues[this._propNames[0]]; var wrap = 'REPEAT', mips = true; var tex = this.loadTexture( texMapName, wrap, mips ); /* var glTex = new GLTexture( this.getWorld() ); var prevWorld = this.findPreviousWorld(); if (prevWorld) { var srcCanvas = prevWorld.getCanvas(); tex = glTex.loadFromCanvas( srcCanvas ); } else tex = glTex.loadFromFile( texMapName, wrap, mips ); */ if (tex) technique.u_tex0.set( tex ); } } } this.update = function( time ) { var material = this._materialNode; if (material) { var technique = material.shaderProgram.default; var renderer = g_Engine.getContext().renderer; if (renderer && technique) { if (this._shader && this._shader.default) this._shader.default.u_time.set( [this._time] ); this._time += this._dTime; if (this._time > 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"; // 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] }, }, ] } };