/* <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 Material = require("js/lib/rdge/materials/material").Material; var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; var Texture = require("js/lib/rdge/texture").Texture; var FlagMaterial = function FlagMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Flag"; this._shaderName = "flag"; this._texMap = 'assets/images/us_flag.png'; this._time = 0.0; this._dTime = 0.1; this._speed = 1.0; this._waveWidth = 1.0; this._waveHeight = 1.0; this._hasVertexDeformation = true; // array textures indexed by shader uniform name this._glTextures = []; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // all defined in parent PulseMaterial.js // load the local default value this._propNames = ["u_tex0", "u_waveWidth", "u_waveHeight", "u_speed" ]; this._propLabels = ["Texture map", "Wave Width", "Wave Height", "Speed" ]; this._propTypes = ["file", "float", "float", "float" ]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._texMap.slice(0); this._propValues[ this._propNames[1] ] = this._waveWidth; this._propValues[ this._propNames[2] ] = this._waveHeight; this._propValues[ this._propNames[3] ] = this._speed; // a material can be animated or not. default is not. // Any material needing continuous rendering should override this method this.isAnimated = function() { return true; }; this.getShaderDef = function() { return flagMaterialDef; } /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.init = function( world ) { // save the world if (world) this.setWorld( world ); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = flagMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("flagMaterial" + "_" + 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.update( 0 ); } }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var flagMaterialDef = {'shaders': { 'defaultVShader':"assets/shaders/Flag.vert.glsl", 'defaultFShader':"assets/shaders/Flag.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_waveWidth' : { 'type' : 'float' }, 'u_waveHeight' : { 'type' : 'float' } }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; FlagMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.FlagMaterial = FlagMaterial; }