/* <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 MandelMaterial = function MandelMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Mandel"; this._shaderName = "mandel"; this._time = 0.0; this._dTime = 0.01; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // properties inherited from PulseMaterial /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// var u_speed_index = 0; this._propNames = [ "u_speed" ]; this._propLabels = [ "Speed" ]; this._propTypes = [ "float" ]; this._propValues = []; this._propValues[this._propNames[u_speed_index]] = 1.0; /////////////////////////////////////////////////////////////////////// this.isAnimated = function() { return true; }; this.getShaderDef = function() { return MandelMaterialDef; } /////////////////////////////////////////////////////////////////////// // 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 = MandelMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("mandelMaterial" + "_" + 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 ); }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var MandelMaterialDef = {'shaders': { 'defaultVShader':"assets/shaders/Basic.vert.glsl", 'defaultFShader':"assets/shaders/Mandel.frag.glsl" }, 'techniques': { 'default': [ { 'vshader' : 'defaultVShader', 'fshader' : 'defaultFShader', // attributes 'attributes' : { 'vert' : { 'type' : 'vec3' }, 'normal' : { 'type' : 'vec3' }, 'texcoord' : { 'type' : 'vec2' } }, // parameters 'params' : { 'u_time' : { 'type' : 'float' }, 'u_speed' : { 'type' : 'float' }, 'u_resolution' : { 'type' : 'vec2' }, }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; MandelMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.MandelMaterial = MandelMaterial; }