/* <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; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// var FlatMaterial = function FlatMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "Flat"; this._shaderName = "flat"; this._color = [1, 0, 0, 1]; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getShaderName = function () { return this._shaderName; }; this.isAnimated = function () { return false; }; this.getTechniqueName = function() { return 'colorMe' }; /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.init = function (world) { // save the world if (world) { this.setWorld(world); // set up the shader this._shader = new RDGE.jshader(); this._shader.def = flatShaderDef; this._shader.init(); // set up the material node this._materialNode = RDGE.createMaterialNode("flatMaterial_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); this.setShaderValues(); } else throw new Error("GLWorld not supplied to material initialization"); }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["color"]; this._propLabels = ["Color"]; this._propTypes = ["color"]; this._propValues = []; this._propValues[this._propNames[0]] = this._color; }; /////////////////////////////////////////////////////////////////////////////////////// // 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' } } } ] } }; FlatMaterial.prototype = new Material(); if (typeof exports === "object") { exports.FlatMaterial = FlatMaterial; }