/* <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 MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// function TaperMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "TaperMaterial"; this._shaderName = "taper"; this._color = [1,0,0,1]; this._deltaTime = 0.0; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getColor = function() { return this._color; } 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() { return new TaperMaterial(); } this.init = function( world ) { this.setWorld( world ); // set up the shader this._shader = new jshader(); this._shader.def = taperShaderDef; this._shader.init(); // set the defaults this._shader.colorMe.color.set( this.getColor() ); // set up the material node this._materialNode = createMaterialNode("taperMaterial" + "_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); // initialize the taper properties this.updateShaderValues(); } /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["color", "u_limit1", "u_limit2", "u_limit3", "u_minVal", "u_maxVal", "u_center", "u_taperAmount" ]; this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Maximum Parameter Value", "Minimum Data Bounds", "Maximum Data Bounds", "Center", "Taper Amount"]; this._propTypes = ["color", "float", "float", "float", "float", "float", "float", "float"]; this._propValues = []; // initialize the property values this._propValues[ this._propNames[0] ] = this._color.slice(); this._propValues[ this._propNames[1] ] = 0.25; this._propValues[ this._propNames[2] ] = 0.50; this._propValues[ this._propNames[3] ] = 0.75; this._propValues[ this._propNames[4] ] = -1; this._propValues[ this._propNames[5] ] = 1; this._propValues[ this._propNames[6] ] = 0.0; this._propValues[ this._propNames[7] ] = 0.9; this.setProperty = function( prop, value ) { // make sure we have legitimate input if (this.validateProperty( prop, value )) { switch (prop) { case "color": this._propValues[prop] = value.slice(); break; default: this._propValues[prop] = value; break; } this.updateShaderValues(); } } /////////////////////////////////////////////////////////////////////// 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: " + this._shader.colorMe.color + "\n"; else exportStr += "color: " + this.getColor() + "\n"; exportStr += "endMaterial\n"; return exportStr; } this.import = function( importStr ) { var pu = new MaterialParser( 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 ) { //var speed = 0.01; //time *= speed; this._deltaTime += 0.01; if (this._shader && this._shader.colorMe) { var t3 = this._propValues[ this._propNames[3] ] - this._deltaTime; if (t3 < 0) { this._deltaTime = this._propValues[ this._propNames[1] ] - 1.0; t3 = this._propValues[ this._propNames[3] ] - this._deltaTime; } var t1 = this._propValues[ this._propNames[1] ] - this._deltaTime, t2 = this._propValues[ this._propNames[2] ] - this._deltaTime; this._shader.colorMe[this._propNames[1]].set( [t1] ); this._shader.colorMe[this._propNames[2]].set( [t2] ); this._shader.colorMe[this._propNames[3]].set( [t3] ); } } this.updateShaderValues = function() { if (this._shader && this._shader.colorMe) { 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 "color": this._shader.colorMe[propName].set( propValue ); break; default: this._shader.colorMe[propName].set( [propValue] ); break; } } } } } /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) taperShaderDef = { 'shaders': { // shader files 'defaultVShader':"assets/shaders/Taper.vert.glsl", 'defaultFShader':"assets/shaders/Taper.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_minVal': { 'type': 'float' }, 'u_maxVal': { 'type': 'float' }, 'u_center': { 'type': 'float' }, 'u_taperAmount': { 'type': 'float' } } } ] } };