/*
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;
var ZInvertMaterial = function ZInvertMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Z-Invert";
this._shaderName = "zinvert";
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 zInvertMaterialDef; };
///////////////////////////////////////////////////////////////////////
// Properties
///////////////////////////////////////////////////////////////////////
// all defined in parent PulseMaterial.js
// load the local default value
this._propNames = ["u_tex0", "u_speed"];
this._propLabels = ["Texture map", "Speed"];
this._propTypes = ["file", "float"];
var u_tex_index = 0,
u_speed_index = 1;
this._propValues = [];
this._propValues[ this._propNames[u_tex_index ] ] = this._defaultTexMap.slice(0);
this._propValues[ this._propNames[u_speed_index ] ] = 1.0;
///////////////////////////////////////////////////////////////////////
// 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 = zInvertMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("zInvertMaterial" + "_" + 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_speed_index ] ] = 1.0;
var nProps = this._propNames.length;
for (var i=0; i