/* <copyright> This file contains proprietary software owned by Motorola Mobility, Inc.<br/> No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. </copyright> */ var Material = require("js/lib/rdge/materials/material").Material; var Texture = require("js/lib/rdge/texture").Texture; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// var PulseMaterial = function PulseMaterial() { var MaterialLibrary = require("js/models/materials-model").MaterialsModel; // initialize the inherited members this.inheritedFrom = Material; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Pulse"; this._shaderName = "pulse"; this._texMap = 'assets/images/cubelight.png'; this._time = 0.0; this._dTime = 0.01; this._glTextures = []; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.isAnimated = function() { return true; }; this.getShaderDef = function() { return pulseMaterialDef; } /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// var u_tex0_index = 0, u_xScale_index = 1, u_yScale_index = 2, u_speed_index = 3; this._propNames = ["u_tex0", "u_xscale", "u_yscale", "u_speed" ]; this._propLabels = ["Texture map", "X Range", "Y Range", "Speed" ]; this._propTypes = ["file", "float", "float", "float"]; this._propValues = []; this._propValues[ this._propNames[ u_tex0_index] ] = this._texMap.slice(0); this._propValues[ this._propNames[u_xScale_index] ] = 0.5; this._propValues[ this._propNames[u_yScale_index] ] = 0.4; this._propValues[ this._propNames[ u_speed_index] ] = 1.0; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplicate method required this.init = function( world ) { // save the world if (world) this.setWorld( world ); // this variable declared above is inherited set to a smaller delta. // the pulse material runs a little faster this._dTime = 0.01; // set up the shader this._shader = new RDGE.jshader(); this._shader.def = pulseMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("pulseMaterial" + "_" + 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.update = function( time ) { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var glTex = this._glTextures["u_tex0"]; if (glTex) { //this.updateTexture(); if (glTex.isAnimated()) glTex.render(); tex = glTex.getTexture(); if (tex) technique.u_tex0.set( tex ); } if (this._shader && this._shader['default']) { this._shader['default'].u_time.set( [this._time] ); } this._time += this._dTime; } } }; 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 ); } } }; }; /////////////////////////////////////////////////////////////////////////////////////// // 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_speed' : { 'type' : 'float' }, 'u_xscale' : { 'type' : 'float' }, 'u_yscale' : { '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; }