/* 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 PlasmaMaterial = function PlasmaMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "PlasmaMaterial"; this._shaderName = "plasma"; this._time = 0.0; this._dTime = 0.01; this._speed = 1.0; this._wave = 0.0; this._wave1 = 0.6; this._wave2 = 0.8; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// this._propNames = ["wave", "wave1", "wave2", "speed"]; this._propLabels = ["Wave", "Wave 1", "Wave 2", "Speed"]; this._propTypes = ["float", "float", "float", "float"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._wave; this._propValues[ this._propNames[1] ] = this._wave1; this._propValues[ this._propNames[2] ] = this._wave2; this._propValues[ this._propNames[3] ] = this._speed; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getShaderName = function() { return this._shaderName; }; this.isAnimated = function() { return true; }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// // 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 material var newMat = new PlasmaMaterial(); // 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.setProperty = function( prop, value ) { // make sure we have legitimate imput var ok = this.validateProperty( prop, value ); if (!ok) { console.log( "invalid property in Water Material:" + prop + " : " + value ); } switch (prop) { case "wave": this._wave = value; break; case "wave1": this._wave1 = value; break; case "wave2": this._wave2 = value; break; case "speed": this._speed = value; break; } this.updateParameters(); }; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function() { return new PlasmaMaterial(); }; this.init = function( world) { this.setWorld( world ); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = plasmaShaderDef; this._shader.init(); // set the default value this._time = 0; this._shader['default'].u_time.set( [this._time] ); this._shader['default'].u_speed.set( [this._speed] ); this._shader['default'].u_wave.set( [this._wave] ); this._shader['default'].u_wave1.set( [this._wave1] ); this._shader['default'].u_wave2.set( [this._wave2] ); // set up the material node this._materialNode = RDGE.createMaterialNode("plasmaMaterial" + "_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); }; this.updateParameters = function() { this._propValues[ this._propNames[0] ] = this._wave; this._propValues[ this._propNames[1] ] = this._wave1; this._propValues[ this._propNames[2] ] = this._wave2; this._propValues[ this._propNames[3] ] = this._speed; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_wave.set( [this._wave] ); technique.u_wave1.set( [this._wave1] ); technique.u_wave2.set( [this._wave2] ); technique.u_speed.set( [this._speed] ); } } }; this.update = function( time ) { this._shader['default'].u_time.set( [this._time] ); this._time += this._dTime; }; this.exportJSON = function() { var jObj = { 'material' : this.getShaderName(), 'name' : this.getName(), 'speed' : this._speed, 'dTime' : this._dTime, 'wave' : this._wave, 'wave1' : this._wave1, 'wave2' : this._wave2 }; return jObj; }; this.importJSON = function( jObj ) { this._speed = jObj.speed; this._dTime = jObj.dTime; this._wave = jObj.wave; this._wave1 = jObj.wave1; this._wave2 = jObj.wave2; }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var plasmaShaderDef = {'shaders': { 'defaultVShader':"assets/shaders/plasma.vert.glsl", 'defaultFShader':"assets/shaders/plasma.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_wave' : { 'type' : 'float' }, 'u_wave1': { 'type' : 'float' }, 'u_wave2': { 'type' : 'float' } }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; PlasmaMaterial.prototype = new Material(); if (typeof exports === "object") { exports.PlasmaMaterial = PlasmaMaterial; }