/* <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 RDGE.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 = RDGE.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.exportJSON = function () { var jObj = { 'material': this.getShaderName(), 'name': this.getName(), 'color': this._propValues["color"] }; return jObj; }; this.importJSON = function (jObj) { if (this.getShaderName() != jObj.material) throw new Error("ill-formed material"); this.setName(jObj.name); try { var color = jObj.color; this.setProperty("color", color); } catch (e) { throw new Error("could not import material: " + jObj); } }; 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' } } } ] } };