/* <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 TaperMaterial = function TaperMaterial() { // initialize the inherited members this.inheritedFrom = Material; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Taper"; this._shaderName = "taper"; this._deltaTime = 0.0; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getShaderName = function () { return this._shaderName; }; this.isAnimated = function () { return true; }; this.getShaderDef = function() { return taperShaderDef; }; this.getTechniqueName = function() { return 'colorMe' }; this.hasVertexDeformation = function () { return this._hasVertexDeformation; }; this._hasVertexDeformation = true; this._vertexDeformationTolerance = 0.02; // should be a property /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// this.init = function (world) { this.setWorld(world); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = taperShaderDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("taperMaterial" + "_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); this._time = 0; if (this._shader && this._shader['default']) { this._shader['default'].u_time.set([this._time]); } // initialize the taper properties this.setShaderValues(); }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = [ "u_limit1", "u_limit2", "u_limit3", "u_minVal", "u_maxVal", "u_center", "u_taperAmount", "u_speed" ]; this._propLabels = [ "Minimum Parameter Value", "Center Paramater Value", "Maximum Parameter Value", "Minimum Data Bounds", "Maximum Data Bounds", "Center", "Taper Amount", "Speed" ]; this._propTypes = [ "float", "float", "float", "float", "float", "float", "float", "float" ]; this._propValues = []; // initialize the property values this._propValues[this._propNames[0]] = 0.25; this._propValues[this._propNames[1]] = 0.50; this._propValues[this._propNames[2]] = 0.75; this._propValues[this._propNames[3]] = -1; this._propValues[this._propNames[4]] = 1; this._propValues[this._propNames[5]] = 0.0; this._propValues[this._propNames[6]] = 0.9; this._propValues[this._propNames[7]] = 1.0; this.update = function (time) { var speed = this._propValues["u_speed"]; this._deltaTime += 0.01 * speed; if (this._shader && this._shader.colorMe) { var t3 = this._propValues["u_limit3"] - this._deltaTime; if (t3 < 0) { this._deltaTime = this._propValues["u_limit1"] - 1.0; t3 = this._propValues["u_limit3"] - this._deltaTime; } var t1 = this._propValues["u_limit1"] - this._deltaTime, t2 = this._propValues["u_limit2"] - this._deltaTime; this._shader.colorMe["u_limit1"].set([t1]); this._shader.colorMe["u_limit2"].set([t2]); this._shader.colorMe["u_limit3"].set([t3]); } }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) taperShaderDef = { 'shaders': { // shader files 'defaultVShader': "assets/shaders/Taper.vert.glsl", 'defaultFShader': "assets/shaders/Taper.frag.glsl" }, 'techniques': { // rendering control 'colorMe': [ // simple color pass { 'vshader': 'defaultVShader', 'fshader': 'defaultFShader', // attributes 'attributes': { 'vert': { 'type': 'vec3' }, 'normal': { 'type': 'vec3' }, 'texcoord': { 'type': 'vec2' } }, // attributes 'params': { 'u_limit1': { 'type': 'float' }, 'u_limit2': { 'type': 'float' }, 'u_limit3': { 'type': 'float' }, 'u_minVal': { 'type': 'float' }, 'u_maxVal': { 'type': 'float' }, 'u_center': { 'type': 'float' }, 'u_taperAmount': { 'type': 'float' }, 'u_speed': { 'type': 'float' } } } ] } }; if (typeof exports === "object") { exports.TaperMaterial = TaperMaterial; }