/* 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 = "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; }