/*
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 StarMaterial = function StarMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Star";
this._shaderName = "star";
this._defaultTexMap = 'assets/images/rocky-normal.jpg';
this._time = 0.0;
this._dTime = 0.01;
// array textures indexed by shader uniform name
this._glTextures = [];
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.isAnimated = function() { return true; };
this.getShaderDef = function() { return starMaterialDef; }
///////////////////////////////////////////////////////////////////////
// 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;
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// 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 = starMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("starMaterial" + "_" + 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 up the texture
var texMapName = this._propValues[this._propNames[0]];
this._glTex = new Texture( world, texMapName );
// set the shader values in the shader
this.setShaderValues();
this.setResolution([world.getViewportWidth(), world.getViewportHeight()]);
this.update(0);
};
this.resetToDefault = function()
{
this._propValues[this._propNames[u_tex0_index]] = this._defaultTexMap.slice(0);
this._propValues[this._propNames[u_speed_index]] = 1.0;
var nProps = this._propNames.length;
for (var i=0; i