/* <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 PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial; var Texture = require("js/lib/rdge/texture").Texture; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// var WaterMaterial = function WaterMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "WaterMaterial"; this._shaderName = "water"; this._texMap = 'assets/images/rocky-normal.jpg'; //this._texMap = 'assets/images/powderblue.png'; this._time = 0.0; this._dTime = 0.01; this._emboss = 0.3; this._delta = 20.0; this._intensity = 3.0; this._speed = 0.2; /////////////////////////////////////////////////////////////////////// // Properties /////////////////////////////////////////////////////////////////////// // all defined in parent PulseMaterial.js // load the local default value //this._propValues = []; //this._propValues[this._propNames[0]] = this._texMap.slice(0); this._propNames = ["texmap", "emboss", "delta", "intensity", "speed"]; this._propLabels = ["Texture map", "Emboss", "Delta", "Intensity", "Speed"]; this._propTypes = ["file", "float", "float", "float", "float"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._texMap.slice(0); this._propValues[ this._propNames[1] ] = this._emboss; this._propValues[ this._propNames[2] ] = this._delta; this._propValues[ this._propNames[3] ] = this._intensity; this._propValues[ this._propNames[4] ] = this._speed; /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function (world) { // get the current values; var propNames = [], propValues = [], propTypes = [], propLabels = []; this.getAllProperties(propNames, propValues, propTypes, propLabels); // allocate a new material var newMat = new WaterMaterial(); // 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.setProperty = function( prop, value ) { // make sure we have legitimate imput var ok = this.validateProperty( prop, value ); if (!ok) { console.log( "invalid property in Water Material:" + prop + " : " + value ); } switch (prop) { case "texmap": this.setTextureMap(value); break; case "emboss": this.setEmboss( value ); break; case "delta": this.setDelta( value ); break; case "intensity": this.setIntensity( value ); break; case "speed": this.setSpeed( value ); break; case "color": break; } }; this.init = function (world) { // save the world if (world) this.setWorld(world); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = waterMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("waterMaterial" + "_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); this._time = 0; if (this._shader && this._shader['default']) { this._shader['default'].u_time.set([this._time]); this._shader['default'].u_emboss.set( [this._emboss] ); this._shader['default'].u_delta.set( [this._delta] ); this._shader['default'].u_intensity.set( [this._intensity] ); this._shader['default'].u_speed.set( [this._speed] ); } 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.setTextureMap = function( texMapName ) { this._texMap = texMapName.slice(); this._propValues[ this._propNames[0] ] = this._texMap.slice(0); this._glTex = new Texture( this.getWorld(), texMapName ); this.updateTexture(); } this.setEmboss = function( value ) { this._emboss = value; this._propValues[ "emboss" ] = value; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_emboss.set( [value] ); } } } this.setIntensity = function( value ) { this._intensity = value; this._propValues[ "intensity" ] = value; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_intensity.set( [value] ); console.log( "setting intensity to: " + value ); } } } this.setDelta = function( value ) { this._delta = value; this._propValues[ "delta" ] = value; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_delta.set( [value] ); } } } this.setSpeed = function( value ) { this._speed = value; this._propValues[ "speed" ] = value; var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = RDGE.globals.engine.getContext().renderer; if (renderer && technique) { technique.u_speed.set( [value] ); } } } }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var waterMaterialDef = { 'shaders': { 'defaultVShader': "assets/shaders/Basic.vert.glsl", 'defaultFShader': "assets/shaders/Water2.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_emboss': { 'type': 'float' }, 'u_delta': { 'type': 'float' }, 'u_speed': { 'type': 'float' }, 'u_intensity': { 'type': 'float' }, 'u_resolution': { 'type': 'vec2' } }, // render states 'states': { 'depthEnable': true, 'offset': [1.0, 0.1] } } ] } }; var ParisMaterial = function ParisMaterial() { // initialize the inherited members this.inheritedFrom = WaterMaterial; this.inheritedFrom(); this._name = "ParisMaterial"; this._shaderName = "paris"; this._texMap = 'assets/images/paris.png'; this._propValues[this._propNames[0]] = this._texMap.slice(0); this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; this._propValues[this._propNames[1]] = this._diffuseColor.slice(); // duplcate method requirde this.dup = function (world) { // allocate a new uber material var newMat = new ParisMaterial(); // copy over the current values; var propNames = [], propValues = [], propTypes = [], propLabels = []; this.getAllProperties(propNames, propValues, propTypes, propLabels); 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); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = parisMaterialDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("parisMaterial" + "_" + 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.updateTexture(); this.setResolution([world.getViewportWidth(), world.getViewportHeight()]); this.update(0); }; } ParisMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.ParisMaterial = ParisMaterial; } // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var parisMaterialDef = { 'shaders': { 'defaultVShader': "assets/shaders/Basic.vert.glsl", 'defaultFShader': "assets/shaders/Paris.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] } } ] } }; WaterMaterial.prototype = new PulseMaterial(); if (typeof exports === "object") { exports.WaterMaterial = WaterMaterial; }