/* <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> */ /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// function FlatMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "FlatMaterial"; this._shaderName = "flat"; this._color = [1,0,0,1]; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getColor = function() { return this._color; } this.getShaderName = function() { return this._shaderName; } this.isAnimated = function() { return false; } //////////////////////////////////s///////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function() { return new FlatMaterial(); } this.init = function() { // set up the shader this._shader = new jshader(); this._shader.def = flatShaderDef; this._shader.init(); // set the defaults this._shader.colorMe.color.set( this.getColor() ); // set up the material node this._materialNode = createMaterialNode("flatMaterial"); this._materialNode.setShader(this._shader); // initialize the taper properties // this._shader.colorMe.u_limit1.set( [0.25] ); // this._shader.colorMe.u_limit2.set( [0.5] ); // this._shader.colorMe.u_limit3.set( [0.75] ); // this._shader.colorMe.u_taperAmount.set( [0.5] ); } /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["color"]; this._propLabels = ["Color"]; this._propTypes = ["color"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._color; this.setProperty = function( prop, value ) { // make sure we have legitimate input if (this.validateProperty( prop, value )) { this._propValues[prop] = value; if (this._shader && this._shader.colorMe) this._shader.colorMe[prop].set(value); } } /////////////////////////////////////////////////////////////////////// this.export = function() { // this function should be overridden by subclasses var exportStr = "material: " + this.getShaderName() + "\n"; exportStr += "name: " + this.getName() + "\n"; if (this._shader) exportStr += "color: " + String(this._shader.colorMe.color) + "\n"; else exportStr += "color: " + this.getColor() + "\n"; exportStr += "endMaterial\n"; return exportStr; } this.import = function( importStr ) { var pu = new ParseUtils( importStr ); var material = pu.nextValue( "material: " ); if (material != this.getShaderName()) throw new Error( "ill-formed material" ); this.setName( pu.nextValue( "name: ") ); var rtnStr; try { var color = eval( "[" + pu.nextValue( "color: " ) + "]" ); this.setProperty( "color", color); var endKey = "endMaterial\n"; var index = importStr.indexOf( endKey ); index += endKey.length; rtnStr = importStr.substr( index ); } catch (e) { throw new Error( "could not import material: " + importStr ); } return rtnStr; } this.update = function( time ) { } } // used to create unique names var flatMaterialCounter = 0; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) flatShaderDef = { 'shaders': { // shader files 'defaultVShader':"assets/shaders/Basic.vert.glsl", 'defaultFShader':"assets/shaders/Basic.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' : { 'color' : { 'type' : 'vec4' }, //'u_limit1': { 'type': 'float' }, //'u_limit2': { 'type': 'float' }, //'u_limit3': { 'type': 'float' }, //'u_taperAmount': { 'type': 'float' } }, }, ] } };