/* <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;
}