/* 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 = "Plasma"; 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 = ["u_wave", "u_wave1", "u_wave2", "u_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; }; this.getShaderDef = function() { return plasmaShaderDef; }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde 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] ); // set up the material node this._materialNode = RDGE.createMaterialNode("plasmaMaterial" + "_" + 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.setShaderValues(); }; this.update = function( time ) { this._shader['default'].u_time.set( [this._time] ); this._time += this._dTime; }; }; /////////////////////////////////////////////////////////////////////////////////////// // 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; }