/* <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 Texture = require("js/lib/rdge/texture").Texture; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// var WaterMaterial = function WaterMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Water"; this._shaderName = "water"; this._defaultTexMap = 'assets/images/rocky-normal.jpg'; this._time = 0.0; this._dTime = 0.01; // array textures indexed by shader uniform name this._glTextures = []; this.isAnimated = function() { return true; }; this.getShaderDef = function() { return waterMaterialDef; }; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // all defined in parent PulseMaterial.js // load the local default value this._propNames = ["u_tex0", "u_emboss", "u_delta", "u_intensity", "u_speed"]; this._propLabels = ["Texture map", "Emboss", "Delta", "Intensity", "Speed"]; this._propTypes = ["file", "float", "float", "float", "float"]; var u_tex_index = 0, u_emboss_index = 1, u_delta_index = 2, u_intensity_index = 3, u_speed_index = 4; this._propValues = []; this._propValues[ this._propNames[u_tex_index ] ] = this._defaultTexMap.slice(0); this._propValues[ this._propNames[u_emboss_index ] ] = 0.3; this._propValues[ this._propNames[u_delta_index ] ] = 20.0; this._propValues[ this._propNames[u_intensity_index ] ] = 3.0; this._propValues[ this._propNames[u_speed_index ] ] = 0.2; /////////////////////////////////////////////////////////////////////// // 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 = waterMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + 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 waterMaterialDef = { 'shaders': { 'defaultVShader': "assets/shaders/Basic.vert.glsl", 'defaultFShader': "assets/shaders/Water2.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_emboss': { 'type': 'float' }, 'u_delta': { 'type': 'float' }, 'u_speed': { 'type': 'float' }, 'u_intensity': { 'type': 'float' }, 'u_resolution': { 'type': 'vec2' } }, // render states 'states': { 'depthEnable': true, 'offset': [1.0, 0.1] } } ] } }; var ParisMaterial = function ParisMaterial() { // initialize the inherited members this.inheritedFrom = WaterMaterial; this.inheritedFrom(); this._name = "Paris"; this._shaderName = "paris"; this._defaultTexMap = 'assets/images/paris.png'; this._propValues[this._propNames[0]] = this._defaultTexMap.slice(0); //this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; //this._propValues[this._propNames[1]] = this._diffuseColor.slice(); this.init = function (world) { // save the world if (world) this.setWorld(world); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = waterMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("parisMaterial" + "_" + 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); } } ParisMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.ParisMaterial = ParisMaterial; } WaterMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.WaterMaterial = WaterMaterial; }