/* 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 PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; var Texture = require("js/lib/rdge/texture").Texture; var MandelMaterial = function MandelMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Mandel"; this._shaderName = "mandel"; this._time = 0.0; this._dTime = 0.01; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // properties inherited from PulseMaterial /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// var u_speed_index = 0; this._propNames = [ "u_speed" ]; this._propLabels = [ "Speed" ]; this._propTypes = [ "float" ]; this._propValues = []; this._propValues[this._propNames[u_speed_index]] = 1.0; /////////////////////////////////////////////////////////////////////// this.isAnimated = function() { return true; }; this.getShaderDef = function() { return MandelMaterialDef; } /////////////////////////////////////////////////////////////////////// // 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 = MandelMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("mandelMaterial" + "_" + 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.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); this.update( 0 ); }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var MandelMaterialDef = {'shaders': { 'defaultVShader':"assets/shaders/Basic.vert.glsl", 'defaultFShader':"assets/shaders/Mandel.frag.glsl" }, 'techniques': { 'default': [ { 'vshader' : 'defaultVShader', 'fshader' : 'defaultFShader', // attributes 'attributes' : { 'vert' : { 'type' : 'vec3' }, 'normal' : { 'type' : 'vec3' }, 'texcoord' : { 'type' : 'vec2' } }, // parameters 'params' : { 'u_time' : { 'type' : 'float' }, 'u_speed' : { 'type' : 'float' }, 'u_resolution' : { 'type' : 'vec2' }, }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; MandelMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.MandelMaterial = MandelMaterial; }