/* Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Motorola Mobility LLC nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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