/* 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 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 = "PulseMaterial"; this._shaderName = "pulse"; this._texMap = 'assets/images/cubelight.png'; this._time = 0.0; this._dTime = 0.01; this._xScale = 0.5; this._yScale = 0.4; this._speed = 1.0; /////////////////////////////////////////////////////////////////////// // 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", "xscale", "yscale", "speed" ]; this._propLabels = ["Texture map", "X Range", "Y Range", "Speed" ]; this._propTypes = ["file", "float", "float", "float"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._texMap.slice(0); this._propValues[ this._propNames[1] ] = this._xScale; this._propValues[ this._propNames[2] ] = this._yScale; this._propValues[ this._propNames[3] ] = this._speed; 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 "speed": this._speed = value; this._propValues[ this._propNames[3] ] = this._speed; this.updateParameters(); break; case "xscale": this._xScale = value; this._propValues[ this._propNames[1] ] = this._xScale; this.updateParameters(); break; case "yscale": this._yScale = value; this._propValues[ this._propNames[2] ] = this._yScale; this.updateParameters(); break; case "color": break; } }; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplicate method required this.dup = function( world ) { // save the world if (world) this.setWorld( world ); // get the current values; var propNames = [], propValues = [], propTypes = [], propLabels = []; this.getAllProperties(propNames, propValues, propTypes, propLabels); // allocate a new material var newMat = new PulseMaterial(); // 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.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] ); } this.updateParameters(); // set up the texture var texMapName = this._propValues[this._propNames[0]]; this._glTex = new Texture( world, texMapName ); // set the shader values in the shader this.updateTexture(); this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); this.update( 0 ); }; this.updateParameters = function() { this._propValues[ this._propNames[1] ] = this._xScale; this._propValues[ this._propNames[2] ] = this._yScale; 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) { if (this._shader && this._shader['default']) { this._shader['default'].u_speed.set( [this._speed] ); this._shader['default'].u_xscale.set( [this._xScale] ); this._shader['default'].u_yscale.set( [this._yScale] ); } } } } this.updateTexture = function() { var texMapName = this._propValues[this._propNames[0]]; this._glTex = new Texture( this.getWorld(), texMapName ); var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var wrap = 'REPEAT', mips = true; var tex; if (this._glTex) { if (this._glTex.isAnimated()) this._glTex.render(); tex = this._glTex.getTexture(); } if (tex) { technique.u_tex0.set( tex ); } } } }; 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) { if (this._glTex) { //this.updateTexture(); if (this._glTex.isAnimated()) this._glTex.render(); tex = this._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 ); } } }; // JSON export this.exportJSON = function() { var jObj = { 'material' : this.getShaderName(), 'name' : this.getName(), 'texture' : this._propValues[this._propNames[0]], 'dTime' : this._dTime, 'speed' : this._speed, 'xScale' : this._xScale, 'yScale' : this._yScale }; 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; } this._speed = jObj.speed; this._xScale = jObj.xScale; this._yScale = jObj.yScale; this.updateParameters(); } 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_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; }