/* 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 = "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); }; this.resetToDefault = function() { 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; var nProps = this._propNames.length; for (var i=0; i