/* <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 Texture = require("js/lib/rdge/texture").Texture; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// var PulseMaterial = function PulseMaterial() { var MaterialLibrary = require("js/models/materials-model").MaterialsModel; // initialize the inherited members this.inheritedFrom = Material; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "PulseMaterial"; this._shaderName = "pulse"; this._texMap = 'assets/images/cubelight.png'; //this._texMap = 'assets/images/cloud10.png'; //this._texMap = 'texture'; this._time = 0.0; this._dTime = 0.01; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getName = function() { return this._name; }; this.getShaderName = function() { return this._shaderName; }; this.getTextureMap = function() { return this._propValues[this._propNames[0]] ? this._propValues[this._propNames[0]].slice() : null }; this.setTextureMap = function(m) { this._propValues[this._propNames[0]] = m ? m.slice(0) : null; this.updateTexture(); }; this.isAnimated = function() { return true; }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["texmap"]; this._propLabels = ["Texture map"]; this._propTypes = ["file"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._texMap.slice(0); this.setProperty = function( prop, value ) { // make sure we have legitimate imput var ok = this.validateProperty( prop, value ); if (!ok) { console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); } switch (prop) { case "texmap": this.setTextureMap(value); break; case "color": break; } }; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplicate method required this.dup = function( world ) { // save the world if (world) this.setWorld( world ); // get the current values; var propNames = [], propValues = [], propTypes = [], propLabels = []; this.getAllProperties(propNames, propValues, propTypes, propLabels); // allocate a new material var newMat = new PulseMaterial(); // 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.init = function( world ) { // save the world if (world) this.setWorld( world ); // this variable declared above is inherited set to a smaller delta. // the pulse material runs a little faster this._dTime = 0.01; // set up the shader this._shader = new RDGE.jshader(); this._shader.def = pulseMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("pulseMaterial" + "_" + 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 up the texture var texMapName = this._propValues[this._propNames[0]]; this._glTex = new Texture( world, texMapName ); // set the shader values in the shader this.updateTexture(); this.setResolution( [world.getViewportWidth(),world.getViewportHeight()] ); this.update( 0 ); }; this.updateTexture = function() { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var wrap = 'REPEAT', mips = true; var tex; if (this._glTex) { if (this._glTex.isAnimated()) this._glTex.render(); tex = this._glTex.getTexture(); } if (tex) { technique.u_tex0.set( tex ); } } } }; this.updateTextures = function() { if (this._glTex) { if (!this._glTex.isAnimated()) { this._glTex.render(); this.updateTexture(); } } } this.update = function( time ) { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { if (this._glTex) { //this.updateTexture(); if (this._glTex.isAnimated()) this._glTex.render(); tex = this._glTex.getTexture(); if (tex) technique.u_tex0.set( tex ); } if (this._shader && this._shader['default']) { this._shader['default'].u_time.set( [this._time] ); } this._time += this._dTime; if (this._time > 200.0) this._time = 0.0; } } }; this.setResolution = function( res ) { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_resolution.set( res ); } } }; // JSON export this.exportJSON = function() { var jObj = { 'material' : this.getShaderName(), 'name' : this.getName(), 'texture' : this._propValues[this._propNames[0]], 'dTime' : this._dTime }; return jObj; }; this.importJSON = function( jObj ) { if (this.getShaderName() != jObj.material) throw new Error( "ill-formed material" ); this.setName( jObj.name ); try { this._propValues[this._propNames[0]] = jObj.texture; this._texMap = jObj.texture; if (jObj.dTime) { this._dTime = jObj.dTime; } } catch (e) { throw new Error( "could not import material: " + jObj ); } }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var pulseMaterialDef = {'shaders': { 'defaultVShader':"assets/shaders/Basic.vert.glsl", 'defaultFShader':"assets/shaders/Pulse.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_resolution' : { 'type' : 'vec2' }, }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; //PulseMaterial.prototype = new Material(); if (typeof exports === "object") { exports.PulseMaterial = PulseMaterial; }