/* 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; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// var WaterMaterial = function WaterMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "WaterMaterial"; this._shaderName = "water"; this._texMap = 'assets/images/rocky-normal.jpg'; //this._texMap = 'assets/images/powderblue.png'; this._time = 0.0; this._dTime = 0.01; this._emboss = 0.3; this._delta = 20.0; this._intensity = 3.0; this._speed = 0.2; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // all defined in parent PulseMaterial.js // load the local default value //this._propValues = []; //this._propValues[this._propNames[0]] = this._texMap.slice(0); this._propNames = ["texmap", "emboss", "delta", "intensity", "speed"]; this._propLabels = ["Texture map", "Emboss", "Delta", "Intensity", "Speed"]; this._propTypes = ["file", "float", "float", "float", "float"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._texMap.slice(0); this._propValues[ this._propNames[1] ] = this._emboss; this._propValues[ this._propNames[2] ] = this._delta; this._propValues[ this._propNames[3] ] = this._intensity; this._propValues[ this._propNames[4] ] = this._speed; /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function (world) { // get the current values; var propNames = [], propValues = [], propTypes = [], propLabels = []; this.getAllProperties(propNames, propValues, propTypes, propLabels); // allocate a new material var newMat = new WaterMaterial(); // copy over the current values; var n = propNames.length; for (var i = 0; i < n; i++) newMat.setProperty(propNames[i], propValues[i]); return newMat; }; this.setProperty = function( prop, value ) { // make sure we have legitimate imput var ok = this.validateProperty( prop, value ); if (!ok) { console.log( "invalid property in Water Material:" + prop + " : " + value ); } switch (prop) { case "texmap": this.setTextureMap(value); break; case "emboss": this.setEmboss( value ); break; case "delta": this.setDelta( value ); break; case "intensity": this.setIntensity( value ); break; case "speed": this.setSpeed( value ); break; case "color": break; } }; 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]); this._shader['default'].u_emboss.set( [this._emboss] ); this._shader['default'].u_delta.set( [this._delta] ); this._shader['default'].u_intensity.set( [this._intensity] ); this._shader['default'].u_speed.set( [this._speed] ); } var texMapName = this._propValues[this._propNames[0]]; this._glTex = new Texture( world, texMapName ); // set the shader values in the shader this.updateTexture(); this.setResolution([world.getViewportWidth(), world.getViewportHeight()]); this.update(0); }; this.setTextureMap = function( texMapName ) { this._texMap = texMapName.slice(); this._propValues[ this._propNames[0] ] = this._texMap.slice(0); this._glTex = new Texture( this.getWorld(), texMapName ); this.updateTexture(); } this.setEmboss = function( value ) { this._emboss = value; this._propValues[ "emboss" ] = value; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_emboss.set( [value] ); } } } this.setIntensity = function( value ) { this._intensity = value; this._propValues[ "intensity" ] = value; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_intensity.set( [value] ); console.log( "setting intensity to: " + value ); } } } this.setDelta = function( value ) { this._delta = value; this._propValues[ "delta" ] = value; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_delta.set( [value] ); } } } this.setSpeed = function( value ) { this._speed = value; this._propValues[ "speed" ] = value; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_speed.set( [value] ); } } } }; /////////////////////////////////////////////////////////////////////////////////////// // 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 = "ParisMaterial"; this._shaderName = "paris"; this._texMap = 'assets/images/paris.png'; this._propValues[this._propNames[0]] = this._texMap.slice(0); this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; this._propValues[this._propNames[1]] = this._diffuseColor.slice(); // duplcate method requirde this.dup = function (world) { // allocate a new uber material var newMat = new ParisMaterial(); // 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 = parisMaterialDef; 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.updateTexture(); this.setResolution([world.getViewportWidth(), world.getViewportHeight()]); this.update(0); }; } ParisMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.ParisMaterial = ParisMaterial; } // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var parisMaterialDef = { 'shaders': { 'defaultVShader': "assets/shaders/Basic.vert.glsl", 'defaultFShader': "assets/shaders/Paris.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] } } ] } }; WaterMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.WaterMaterial = WaterMaterial; }