/* <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 = "TwistVertMaterial"; this._shaderName = "twistVert"; this._tex0 = 'assets/images/rocky-normal.jpg'; this._tex1 = 'assets/images/metal.png'; this._glTex0; this._glTex1; 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.hasVertexDeformation = function () { return this._hasVertexDeformation; }; this._hasVertexDeformation = true; this._vertexDeformationTolerance = 0.02; // should be a property /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function() { // get the current values; var propNames = [], propValues = [], propTypes = [], propLabels = []; this.getAllProperties(propNames, propValues, propTypes, propLabels); // allocate a new material var newMat = new TwistVertMaterial(); // 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) { 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); // set up the texture maps this.updateTextures(); // initialize the twist vert properties this.updateShaderValues(); }; /////////////////////////////////////////////////////////////////////// // 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(); this.setProperty = function (prop, value) { // make sure we have legitimate input if (this.validateProperty(prop, value)) { switch (prop) { case "u_tex1": case "u_tex0": this._propValues[prop] = value ? value.slice() : null; this.updateTextures(); break; default: this._propValues[prop] = value; break; } this.updateShaderValues(); } }; /////////////////////////////////////////////////////////////////////// this.exportJSON = function () { var jObj = { 'material' : this.getShaderName(), 'name' : this.getName(), 'tex0' : this._propValues[this._propNames[4]], 'tex1' : this._propValues[this._propNames[5]], 'speed' : this._propValues[this._propNames[3]], 'limit1' : this._propValues[this._propNames[0]], 'limit2' : this._propValues[this._propNames[1]], 'angle' : this._propValues[this._propNames[2]] } 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[4]] = jObj.tex0; this._propValues[this._propNames[5]] = jObj.tex1; this._propValues[this._propNames[3]] = jObj.speed; this._propValues[this._propNames[0]] = jObj.limit1; this._propValues[this._propNames[1]] = jObj.limit2; this._propValues[this._propNames[2]] = jObj.angle; this.updateShaderValues(); } catch (e) { throw new Error("could not import material: " + importStr); } }; 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; if (this._glTex0) { if (this._glTex0.isAnimated()) this._glTex0.render(); tex = this._glTex0.getTexture(); if (tex) technique.u_tex0.set( tex ); } if (this._glTex1) { if (this._glTex1.isAnimated()) this._glTex1.render(); tex = this._glTex1.getTexture(); if (tex) technique.u_tex1.set( tex ); } } }; this.updateShaderValues = function () { if (this._shader && this._shader.twistMe) { var nProps = this._propNames.length; for (var i = 0; i < nProps; i++) { var propName = this._propNames[i]; var propValue = this._propValues[propName]; switch (propName) { case "u_tex0": case "u_tex1": break; default: if (this._shader.twistMe[propName]) this._shader.twistMe[propName].set([propValue]); break; } } } }; this.updateTextures = function () { var material = this._materialNode; if (material) { var technique = material.shaderProgram['twistMe']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { var texMapName; texMapName = this._propValues[this._propNames[4]]; var wrap = 'REPEAT', mips = true; this._glTex0 = new Texture( this.getWorld(), texMapName, wrap, mips ); tex = this._glTex0.getTexture(); //if (tex) technique.u_tex0.set(tex); texMapName = this._propValues[this._propNames[5]]; this._glTex1 = new Texture( this.getWorld(), texMapName, wrap, mips ); tex = this._glTex1.getTexture(); //if (tex) technique.u_tex1.set(tex); } } } }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // 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_limit1': { 'type': 'float' }, 'u_limit2': { 'type': 'float' }, 'u_minVal': { 'type': 'float' }, 'u_maxVal': { 'type': 'float' }, 'u_center': { 'type': 'float' }, 'u_twistAmount': { 'type': 'float' } } } ] } }; if (typeof exports === "object") { exports.TwistVertMaterial = TwistVertMaterial; }