/*
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 MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
var Material = require("js/lib/rdge/materials/material").Material;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var PulseMaterial = function PulseMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "PulseMaterial";
this._shaderName = "pulse";
this._texMap = 'assets/images/cubelight.png';
this._time = 0.0;
this._dTime = 0.01;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getName = function() { return this._name; };
this.getShaderName = function() { return this._shaderName; };
this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null };
this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); };
this.isAnimated = function() { return true; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["texmap"];
this._propLabels = ["Texture map"];
this._propTypes = ["file"];
this._propValues = [];
this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
this.setProperty = function( prop, value ) {
// make sure we have legitimate imput
var ok = this.validateProperty( prop, value );
if (!ok) {
console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value );
}
switch (prop)
{
case "texmap":
this.setTextureMap(value);
break;
case "color":
break;
}
};
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplicate method required
this.dup = function( world ) {
// save the world
if (world) this.setWorld( world );
// allocate a new uber material
var newMat = new PulseMaterial();
// copy over the current values;
var propNames = [], propValues = [], propTypes = [], propLabels = [];
this.getAllProperties( propNames, propValues, propTypes, propLabels);
var n = propNames.length;
for (var i=0; i 200.0) this._time = 0.0;
}
}
};
this.setResolution = function( res ) {
var material = this._materialNode;
if (material) {
var technique = material.shaderProgram['default'];
var renderer = RDGE.globals.engine.getContext().renderer;
if (renderer && technique) {
technique.u_resolution.set( res );
}
}
};
// JSON export
this.exportJSON = function()
{
var jObj =
{
'material' : this.getShaderName(),
'name' : this.getName(),
'texture' : this._propValues[this._propNames[0]],
'dTime' : this._dTime
};
return jObj;
};
this.importJSON = function( jObj ) {
if (this.getShaderName() != jObj.material) throw new Error( "ill-formed material" );
this.setName( jObj.name );
try {
this._propValues[this._propNames[0]] = jObj.texture;
this._texMap = jObj.texture;
if (jObj.dTime) {
this._dTime = jObj.dTime;
}
}
catch (e)
{
throw new Error( "could not import material: " + jObj );
}
};
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var pulseMaterialDef =
{'shaders':
{
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/Pulse.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_resolution' : { 'type' : 'vec2' },
},
// render states
'states' :
{
'depthEnable' : true,
'offset':[1.0, 0.1]
}
}
]
}
};
PulseMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.PulseMaterial = PulseMaterial;
}