/* 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 RadialBlurMaterial = function RadialBlurMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Radial Blur"; this._shaderName = "radialBlur"; this._defaultTexMap = 'assets/images/cubelight.png'; this._defaultColor = [1, 0, 0, 1]; this._time = 0.0; this._dTime = 0.01; // array textures indexed by shader uniform name this._glTextures = []; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getName = function () { return this._name; }; this.getShaderName = function () { return this._shaderName; }; this.getShaderDef = function() { return radialBlurMaterialDef; }; this.isAnimated = function () { return true; }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["u_tex0", "u_speed"]; this._propLabels = ["Texture map", "Speed" ]; this._propTypes = ["file", "float" ]; this._propValues = []; this._propValues[this._propNames[0]] = this._defaultTexMap.slice(0); this._propValues[this._propNames[1]] = 1.0; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// this.init = function (world) { // save the world if (world) this.setWorld(world); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = radialBlurMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("radialBlurMaterial" + "_" + 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 () { 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_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 radialBlurMaterialDef = { 'shaders': { 'defaultVShader': "assets/shaders/Basic.vert.glsl", 'defaultFShader': "assets/shaders/radialBlur.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_resolution': { 'type': 'vec2' }, }, // render states 'states': { 'depthEnable': true, 'offset': [1.0, 0.1] } } ] } }; var RaidersMaterial = function RaidersMaterial() { // initialize the inherited members this.inheritedFrom = RadialBlurMaterial; this.inheritedFrom(); this._name = "Raiders"; this._shaderName = "raiders"; this._texMap = 'assets/images/raiders.png'; this._propValues[this._propNames[0]] = this._texMap.slice(0); // duplicate method required this.dup = function (world) { // allocate a new uber material var newMat = new RaidersMaterial(); // 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 < n; i++) newMat.setProperty(propNames[i], propValues[i]); return newMat; }; } RaidersMaterial.prototype = new Material(); if (typeof exports === "object") { exports.RaidersMaterial = RaidersMaterial; } RadialBlurMaterial.prototype = new Material(); if (typeof exports === "object") { exports.RadialBlurMaterial = RadialBlurMaterial; }