/* <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 TwistMaterial() { // initialize the inherited members this.inheritedFrom = PulseMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "TwistMaterial"; this._shaderName = "twist"; this._texMap = 'assets/images/rocky-normal.jpg'; this._time = 0.0; this._dTime = 0.01; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // all defined in parent PulseMaterial.js // load the local default value this._propValues[ this._propNames[0] ] = this._texMap.slice(0); /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function( world ) { // allocate a new uber material var newMat = new TwistMaterial(); // 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 ); // set up the shader this._shader = new jshader(); this._shader.def = twistMaterialDef; this._shader.init(); // set up the material node this._materialNode = createMaterialNode("twistMaterial_" + world.generateUniqueNodeID()); 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.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 = time; } } } } /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var twistMaterialDef = {'shaders': { 'defaultVShader':"assets/shaders/Basic.vert.glsl", 'defaultFShader':"assets/shaders/Twist.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] }, }, ] } };