/* 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 PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; var Texture = require("js/lib/rdge/texture").Texture; var ReliefTunnelMaterial = function ReliefTunnelMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Relief Tunnel"; this._shaderName = "reliefTunnel"; this._defaultTexMap = 'assets/images/rocky-normal.jpg'; this._time = 0.0; this._dTime = 0.01; // array textures indexed by shader uniform name this._glTextures = []; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// var u_tex0_index = 0, u_speed_index = 1; this._propNames = ["u_tex0", "u_speed" ]; this._propLabels = ["Texture map", "Speed" ]; this._propTypes = ["file", "float" ]; this._propValues = []; this._propValues[this._propNames[u_tex0_index]] = this._defaultTexMap.slice(0); this._propValues[this._propNames[u_speed_index]] = 1.0; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this.isAnimated = function() { return true; }; this.getShaderDef = function() { return reliefTunnelMaterialDef; }; /////////////////////////////////////////////////////////////////////// // 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 = reliefTunnelMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("reliefTunnelMaterial" + "_" + 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); }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var reliefTunnelMaterialDef = { 'shaders': { 'defaultVShader': "assets/shaders/Basic.vert.glsl", 'defaultFShader': "assets/shaders/ReliefTunnel.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] } } ] } }; ReliefTunnelMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.ReliefTunnelMaterial = ReliefTunnelMaterial; }