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path: root/js/lib/rdge/materials/relief-tunnel-material.js
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/* <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;

var ReliefTunnelMaterial = function ReliefTunnelMaterial()
{
    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
    this._name = "Relief Tunnel";
    this._shaderName = "reliefTunnel";

    this._defaultTexMap = 'assets/images/rocky-normal.jpg';

    this._time = 0.0;
    this._dTime = 0.01;

    // array textures indexed by shader uniform name
    this._glTextures = [];

    ///////////////////////////////////////////////////////////////////////
    // Material Property Accessors
    ///////////////////////////////////////////////////////////////////////
	var u_tex0_index	= 0,  u_speed_index = 1;
	this._propNames			= ["u_tex0",		"u_speed" ];
	this._propLabels		= ["Texture map",	"Speed" ];
	this._propTypes			= ["file",			"float" ];
	this._propValues		= [];
    this._propValues[this._propNames[u_tex0_index]] = this._defaultTexMap.slice(0);
    this._propValues[this._propNames[u_speed_index]] = 1.0;

    ///////////////////////////////////////////////////////////////////////
    // Material Property Accessors
    ///////////////////////////////////////////////////////////////////////
	this.isAnimated			= function()			{  return true;		};
	this.getShaderDef		= function()			{  return reliefTunnelMaterialDef;	};

    ///////////////////////////////////////////////////////////////////////
    // 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 = reliefTunnelMaterialDef;
        this._shader.init();

        // set up the material node
        this._materialNode = RDGE.createMaterialNode("reliefTunnelMaterial" + "_" + 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_tex0_index]] = this._defaultTexMap.slice(0);
		this._propValues[this._propNames[u_speed_index]] = 1.0;
	
		var nProps = this._propNames.length;
		for (var i=0; i<nProps;  i++)
			this.setProperty( this._propNames[i],  this._propValues[this._propNames[i]]  );
	};
};

///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader

// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
var reliefTunnelMaterialDef =
{ 'shaders':
	{
	    'defaultVShader': "assets/shaders/Basic.vert.glsl",
	    'defaultFShader': "assets/shaders/ReliefTunnel.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_speed': { 'type': 'float' },
				    'u_resolution': { 'type': 'vec2' }
				},

			    // render states
			    'states':
				{
				    'depthEnable': true,
				    'offset': [1.0, 0.1]
				}
			}
		]
	}
};

ReliefTunnelMaterial.prototype = new PulseMaterial();

if (typeof exports === "object") {
    exports.ReliefTunnelMaterial = ReliefTunnelMaterial;
}