/*
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 );
};
this.resetToDefault = function()
{
this._propValues[this._propNames[u_speed_index]] = 1.0;
var nProps = this._propNames.length;
for (var i=0; i