/*
This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/
var Material = require("js/lib/rdge/materials/material").Material;
var RadialBlurMaterial = function RadialBlurMaterial() {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "Radial Blur";
this._shaderName = "radialBlur";
this._defaultTexMap = 'assets/images/cubelight.png';
this._defaultColor = [1, 0, 0, 1];
this._time = 0.0;
this._dTime = 0.01;
// array textures indexed by shader uniform name
this._glTextures = [];
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getName = function () { return this._name; };
this.getShaderName = function () { return this._shaderName; };
this.getShaderDef = function() { return radialBlurMaterialDef; };
this.isAnimated = function () { return true; };
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["u_tex0", "u_speed"];
this._propLabels = ["Texture map", "Speed" ];
this._propTypes = ["file", "float" ];
this._propValues = [];
this._propValues[this._propNames[0]] = this._defaultTexMap.slice(0);
this._propValues[this._propNames[1]] = 1.0;
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// 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 = radialBlurMaterialDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("radialBlurMaterial" + "_" + 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[0]] = this._defaultTexMap.slice(0);
this._propValues[this._propNames[1]] = 1.0;
var nProps = this._propNames.length;
for (var i=0; i