/*
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 TwistVertMaterial = function TwistVertMaterial()
{
// initialize the inherited members
this.inheritedFrom = Material;
this.inheritedFrom();
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Twist Vertex";
this._shaderName = "twistVert";
this._tex0 = 'assets/images/rocky-normal.jpg';
this._tex1 = 'assets/images/metal.png';
this._angle = 0.0;
this._deltaTime = 0.01;
this._speed = 1.0;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getShaderName = function () { return this._shaderName; };
this.isAnimated = function () { return true; };
this.getShaderDef = function() { return twistVertShaderDef; };
this.getTechniqueName = function() { return 'twistMe' };
this.hasVertexDeformation = function () { return this._hasVertexDeformation; };
this._hasVertexDeformation = true;
this._vertexDeformationTolerance = 0.02; // should be a property
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = [ "u_limit1", "u_limit2", "u_twistAmount", "speed", "u_tex0", "u_tex1"];
this._propLabels = [ "Start Parameter", "End Paramater", "Twist Amount", "Speed", "Front facing texture map", "Back facing texture map"];
this._propTypes = [ "float", "float", "angle", "float", "file", "file"];
this._propValues = [];
// initialize the property values
this._propValues[this._propNames[0]] = 0.0;
this._propValues[this._propNames[1]] = 1.0;
this._propValues[this._propNames[2]] = 2.0 * Math.PI;
this._propValues[this._propNames[3]] = this._speed;
this._propValues[this._propNames[4]] = this._tex0.slice();
this._propValues[this._propNames[5]] = this._tex1.slice();
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.init = function (world)
{
this.setWorld(world);
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = twistVertShaderDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("twistVertMaterial" + "_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
// initialize the twist vert properties
this.setShaderValues();
};
this.resetToDefault = function()
{
this._propValues[this._propNames[0]] = 0.0;
this._propValues[this._propNames[1]] = 1.0;
this._propValues[this._propNames[2]] = 2.0 * Math.PI;
this._propValues[this._propNames[3]] = this._speed;
this._propValues[this._propNames[4]] = this._tex0.slice();
this._propValues[this._propNames[5]] = this._tex1.slice();
var nProps = this._propNames.length;
for (var i=0; i this._propValues["u_twistAmount"])
{
angle = this._propValues["u_twistAmount"];
this._deltaTime = -this._deltaTime;
}
else if (angle < 0.0)
{
angle = 0;
this._deltaTime = -this._deltaTime;
}
this._angle = angle;
this._shader.twistMe["u_twistAmount"].set([angle]);
var tex;
var glTex = this._glTextures["u_tex0"];
if (glTex)
{
//if (glTex.isAnimated())
glTex.render();
tex = glTex.getTexture();
if (tex)
technique.u_tex0.set( tex );
}
glTex = this._glTextures["u_tex1"];
if (glTex)
{
//if (glTex.isAnimated())
glTex.render();
tex = glTex.getTexture();
if (tex)
technique.u_tex1.set( tex );
}
}
}
};
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
twistVertShaderDef =
{
'shaders': { // shader files
'defaultVShader': "assets/shaders/TwistVert.vert.glsl",
'defaultFShader': "assets/shaders/TwistVert.frag.glsl"
},
'techniques': { // rendering control
'twistMe': [ // simple color pass
{
'vshader': 'defaultVShader',
'fshader': 'defaultFShader',
// attributes
'attributes':
{
'vert': { 'type': 'vec3' },
'normal': { 'type': 'vec3' },
'texcoord': { 'type': 'vec2' }
},
// attributes
'params':
{
'u_tex0': { 'type' : 'tex2d' },
'u_tex1': { 'type' : 'tex2d' },
'u_limit1': { 'type': 'float' },
'u_limit2': { 'type': 'float' },
'u_minVal': { 'type': 'float' },
'u_maxVal': { 'type': 'float' },
'u_center': { 'type': 'float' },
'u_twistAmount': { 'type': 'float' },
'speed': { 'type': 'float' }
}
}
]
}
};
if (typeof exports === "object") {
exports.TwistVertMaterial = TwistVertMaterial;
}