/* <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 TwistVertMaterial = function TwistVertMaterial() { // initialize the inherited members this.inheritedFrom = Material; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Twist Vertex"; this._shaderName = "twistVert"; this._tex0 = 'assets/images/rocky-normal.jpg'; this._tex1 = 'assets/images/metal.png'; this._angle = 0.0; this._deltaTime = 0.01; this._speed = 1.0; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getShaderName = function () { return this._shaderName; }; this.isAnimated = function () { return true; }; this.getShaderDef = function() { return twistVertShaderDef; }; this.getTechniqueName = function() { return 'twistMe' }; this.hasVertexDeformation = function () { return this._hasVertexDeformation; }; this._hasVertexDeformation = true; this._vertexDeformationTolerance = 0.02; // should be a property /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = [ "u_limit1", "u_limit2", "u_twistAmount", "speed", "u_tex0", "u_tex1"]; this._propLabels = [ "Start Parameter", "End Paramater", "Twist Amount", "Speed", "Front facing texture map", "Back facing texture map"]; this._propTypes = [ "float", "float", "angle", "float", "file", "file"]; this._propValues = []; // initialize the property values this._propValues[this._propNames[0]] = 0.0; this._propValues[this._propNames[1]] = 1.0; this._propValues[this._propNames[2]] = 2.0 * Math.PI; this._propValues[this._propNames[3]] = this._speed; this._propValues[this._propNames[4]] = this._tex0.slice(); this._propValues[this._propNames[5]] = this._tex1.slice(); /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// this.init = function (world) { this.setWorld(world); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = twistVertShaderDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("twistVertMaterial" + "_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); // initialize the twist vert properties this.setShaderValues(); }; this.update = function (time) { if (this._shader && this._shader.twistMe) { var technique = this._shader.twistMe; var angle = this._angle; angle += this._deltaTime * this._propValues["speed"]; if (angle > this._propValues["u_twistAmount"]) { angle = this._propValues["u_twistAmount"]; this._deltaTime = -this._deltaTime; } else if (angle < 0.0) { angle = 0; this._deltaTime = -this._deltaTime; } this._angle = angle; this._shader.twistMe["u_twistAmount"].set([angle]); var tex; var glTex = this._glTextures["u_tex0"]; if (glTex) { //if (glTex.isAnimated()) glTex.render(); tex = glTex.getTexture(); if (tex) technique.u_tex0.set( tex ); } glTex = this._glTextures["u_tex1"]; if (glTex) { //if (glTex.isAnimated()) glTex.render(); tex = glTex.getTexture(); if (tex) technique.u_tex1.set( tex ); } } } }; // shader spec (can also be loaded from a .JSON file, or constructed at runtime) twistVertShaderDef = { 'shaders': { // shader files 'defaultVShader': "assets/shaders/TwistVert.vert.glsl", 'defaultFShader': "assets/shaders/TwistVert.frag.glsl" }, 'techniques': { // rendering control 'twistMe': [ // simple color pass { 'vshader': 'defaultVShader', 'fshader': 'defaultFShader', // attributes 'attributes': { 'vert': { 'type': 'vec3' }, 'normal': { 'type': 'vec3' }, 'texcoord': { 'type': 'vec2' } }, // attributes 'params': { 'u_tex0': { 'type' : 'tex2d' }, 'u_tex1': { 'type' : 'tex2d' }, 'u_limit1': { 'type': 'float' }, 'u_limit2': { 'type': 'float' }, 'u_minVal': { 'type': 'float' }, 'u_maxVal': { 'type': 'float' }, 'u_center': { 'type': 'float' }, 'u_twistAmount': { 'type': 'float' }, 'speed': { 'type': 'float' } } } ] } }; if (typeof exports === "object") { exports.TwistVertMaterial = TwistVertMaterial; }