/* <copyright> This file contains proprietary software owned by Motorola Mobility, Inc.<br/> No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. </copyright> */ var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; var TunnelMaterial = function TunnelMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "TunnelMaterial"; this._shaderName = "tunnel"; this._texMap = 'assets/images/rocky-normal.jpg'; this._time = 0.0; this._dTime = 0.001; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // all defined in parent PulseMaterial.js // load the local default value this._propValues[this._propNames[0]] = this._texMap.slice(0); /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function (world) { // allocate a new uber material var newMat = new TunnelMaterial(); // 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; }; this.init = function (world) { // save the world if (world) this.setWorld(world); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = tunnelMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("tunnelMaterial" + "_" + 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.updateTexture(); 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 tunnelMaterialDef = {'shaders': { 'defaultVShader':"assets/shaders/Basic.vert.glsl", 'defaultFShader':"assets/shaders/Tunnel.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_resolution' : { 'type' : 'vec2' } }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; TunnelMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.TunnelMaterial = TunnelMaterial; }