/* <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 PlasmaMaterial = function PlasmaMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "PlasmaMaterial"; this._shaderName = "plasma"; this._time = 0.0; this._dTime = 0.01; this._speed = 1.0; this._wave = 0.0; this._wave1 = 0.6; this._wave2 = 0.8; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// this._propNames = ["wave", "wave1", "wave2", "speed"]; this._propLabels = ["Wave", "Wave 1", "Wave 2", "Speed"]; this._propTypes = ["float", "float", "float", "float"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._wave; this._propValues[ this._propNames[1] ] = this._wave1; this._propValues[ this._propNames[2] ] = this._wave2; this._propValues[ this._propNames[3] ] = this._speed; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getShaderName = function() { return this._shaderName; }; this.isAnimated = function() { return true; }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function (world) { // get the current values; var propNames = [], propValues = [], propTypes = [], propLabels = []; this.getAllProperties(propNames, propValues, propTypes, propLabels); // allocate a new material var newMat = new PlasmaMaterial(); // copy over the current values; var n = propNames.length; for (var i = 0; i < n; i++) newMat.setProperty(propNames[i], propValues[i]); return newMat; }; this.setProperty = function( prop, value ) { // make sure we have legitimate imput var ok = this.validateProperty( prop, value ); if (!ok) { console.log( "invalid property in Water Material:" + prop + " : " + value ); } switch (prop) { case "wave": this._wave = value; break; case "wave1": this._wave1 = value; break; case "wave2": this._wave2 = value; break; case "speed": this._speed = value; break; } this.updateParameters(); }; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function() { return new PlasmaMaterial(); }; this.init = function( world) { this.setWorld( world ); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = plasmaShaderDef; this._shader.init(); // set the default value this._time = 0; this._shader['default'].u_time.set( [this._time] ); this._shader['default'].u_speed.set( [this._speed] ); this._shader['default'].u_wave.set( [this._wave] ); this._shader['default'].u_wave1.set( [this._wave1] ); this._shader['default'].u_wave2.set( [this._wave2] ); // set up the material node this._materialNode = RDGE.createMaterialNode("plasmaMaterial" + "_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); }; this.updateParameters = function() { this._propValues[ this._propNames[0] ] = this._wave; this._propValues[ this._propNames[1] ] = this._wave1; this._propValues[ this._propNames[2] ] = this._wave2; this._propValues[ this._propNames[3] ] = this._speed; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_wave.set( [this._wave] ); technique.u_wave1.set( [this._wave1] ); technique.u_wave2.set( [this._wave2] ); technique.u_speed.set( [this._speed] ); } } }; this.update = function( time ) { this._shader['default'].u_time.set( [this._time] ); this._time += this._dTime; }; this.exportJSON = function() { var jObj = { 'material' : this.getShaderName(), 'name' : this.getName(), 'speed' : this._speed, 'dTime' : this._dTime, 'wave' : this._wave, 'wave1' : this._wave1, 'wave2' : this._wave2 }; return jObj; }; this.importJSON = function( jObj ) { this._speed = jObj.speed; this._dTime = jObj.dTime; this._wave = jObj.wave; this._wave1 = jObj.wave1; this._wave2 = jObj.wave2; }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var plasmaShaderDef = {'shaders': { 'defaultVShader':"assets/shaders/plasma.vert.glsl", 'defaultFShader':"assets/shaders/plasma.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_wave' : { 'type' : 'float' }, 'u_wave1': { 'type' : 'float' }, 'u_wave2': { 'type' : 'float' } }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; PlasmaMaterial.prototype = new Material(); if (typeof exports === "object") { exports.PlasmaMaterial = PlasmaMaterial; }