/* 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 = "FlagMaterial"; this._shaderName = "flag"; this._texMap = 'assets/images/us_flag.png'; this._time = 0.0; this._dTime = 0.1; this._defaultWaveWidth = 1.0; this._defaultWaveHeight = 1.0; this._hasVertexDeformation = true; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // all defined in parent PulseMaterial.js // load the local default value this._propNames = ["texmap", "wavewidth", "waveheight" ]; this._propLabels = ["Texture map", "Wave Width", "Wave Height" ]; this._propTypes = ["file", "float", "float" ]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._texMap.slice(0); this._propValues[ this._propNames[1] ] = this._defaultWaveWidth; this._propValues[ this._propNames[2] ] = this._defaultWaveHeight; // a material can be animated or not. default is not. // Any material needing continuous rendering should override this method this.isAnimated = function() { return true; }; /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function( world ) { // get the current values; var propNames = [], propValues = [], propTypes = [], propLabels = []; this.getAllProperties(propNames, propValues, propTypes, propLabels); // allocate a new uber material var newMat = new FlagMaterial(); // copy over the current values; 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 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] ); this._shader['default'].u_waveWidth.set( [this._propValues[ this._propNames[1] ]] ); this._shader['default'].u_waveHeight.set( [this._propValues[ this._propNames[2] ]] ); } // set up the texture var texMapName = this._propValues[this._propNames[0]]; this._glTex = new Texture( world, texMapName ); // set the shader values in the shader this.updateTexture(); this.update( 0 ); } }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var flagMaterialDef = {'shaders': { 'defaultVShader':"assets/shaders/Flag.vert.glsl", 'defaultFShader':"assets/shaders/Flag.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_waveWidth' : { 'type' : 'float' }, 'u_waveHeight' : { 'type' : 'float' } }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; FlagMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.FlagMaterial = FlagMaterial; }