/*
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.
*/
var Material = require("js/lib/rdge/materials/material").Material;
var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
var Texture = require("js/lib/rdge/texture").Texture;
var FlagMaterial = function FlagMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Flag";
this._shaderName = "flag";
this._texMap = 'assets/images/us_flag.png';
this._time = 0.0;
this._dTime = 0.1;
this._speed = 1.0;
this._waveWidth = 1.0;
this._waveHeight = 1.0;
this._hasVertexDeformation = true;
// array textures indexed by shader uniform name
this._glTextures = [];
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
// all defined in parent PulseMaterial.js
// load the local default value
this._propNames = ["u_tex0", "u_waveWidth", "u_waveHeight", "u_speed" ];
this._propLabels = ["Texture map", "Wave Width", "Wave Height", "Speed" ];
this._propTypes = ["file", "float", "float", "float" ];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
this._propValues[ this._propNames[1] ] = this._waveWidth;
this._propValues[ this._propNames[2] ] = this._waveHeight;
this._propValues[ this._propNames[3] ] = this._speed;
// a material can be animated or not. default is not.
// Any material needing continuous rendering should override this method
this.isAnimated = function() { return true; };
this.getShaderDef = function() { return flagMaterialDef; }
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.init = function( world )
{
// save the world
if (world) this.setWorld( world );
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = flagMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("flagMaterial" + "_" + 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.setShaderValues();
this.update( 0 );
}
this.resetToDefault = function()
{
this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
this._propValues[ this._propNames[1] ] = this._waveWidth;
this._propValues[ this._propNames[2] ] = this._waveHeight;
this._propValues[ this._propNames[3] ] = this._speed;
var nProps = this._propNames.length;
for (var i=0; i