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author | Jon Reid | 2012-03-06 14:14:01 -0800 |
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committer | Jon Reid | 2012-03-06 14:14:01 -0800 |
commit | 60bba95eaffa8b5c741c6c85fb84b327cd75d6c3 (patch) | |
tree | 0087ad093418638ff1d0b4362715bd7b2d147eba /js/helper-classes/RDGE/Materials | |
parent | d64f8c9fc1dd5fb15ad78ad61bed1ef3736321bb (diff) | |
parent | 342fb451bd251358068a0dcb10e9dc218b79a176 (diff) | |
download | ninja-60bba95eaffa8b5c741c6c85fb84b327cd75d6c3.tar.gz |
Merge remote-tracking branch 'ninja-jduran/TimelineUber' into Timeline-uber
Diffstat (limited to 'js/helper-classes/RDGE/Materials')
22 files changed, 0 insertions, 4606 deletions
diff --git a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js deleted file mode 100755 index a7a3724e..00000000 --- a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js +++ /dev/null | |||
@@ -1,302 +0,0 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | /////////////////////////////////////////////////////////////////////// | ||
9 | // Class GLMaterial | ||
10 | // RDGE representation of a material. | ||
11 | /////////////////////////////////////////////////////////////////////// | ||
12 | function BumpMetalMaterial() | ||
13 | { | ||
14 | // initialize the inherited members | ||
15 | this.inheritedFrom = GLMaterial; | ||
16 | this.inheritedFrom(); | ||
17 | |||
18 | /////////////////////////////////////////////////////////////////////// | ||
19 | // Instance variables | ||
20 | /////////////////////////////////////////////////////////////////////// | ||
21 | this._name = "BumpMetalMaterial"; | ||
22 | this._shaderName = "bumpMetal"; | ||
23 | |||
24 | this._lightDiff = [0.3, 0.3, 0.3, 1.0]; | ||
25 | this._diffuseTexture = "assets/images/metal.png"; | ||
26 | this._specularTexture = "assets/images/silver.png"; | ||
27 | this._normalTexture = "assets/images/normalMap.png"; | ||
28 | |||
29 | /////////////////////////////////////////////////////////////////////// | ||
30 | // Property Accessors | ||
31 | /////////////////////////////////////////////////////////////////////// | ||
32 | this.getName = function() { return this._name; }; | ||
33 | this.getShaderName = function() { return this._shaderName; }; | ||
34 | |||
35 | this.getLightDiff = function() { return this._lightDiff; }; | ||
36 | this.setLightDiff = function(ld) { this._lightDiff = ld; | ||
37 | if (this._shader && this._shader.default) | ||
38 | this._shader.default.u_light0Diff.set( ld ); }; | ||
39 | |||
40 | this.getDiffuseTexture = function() { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null }; | ||
41 | this.setDiffuseTexture = function(m) { this._propValues[this._propNames[1]] = m ? m.slice(0) : null; this.updateTexture(1); }; | ||
42 | |||
43 | this.getNormalTexture = function() { return this._propValues[this._propNames[2]] ? this._propValues[this._propNames[2]].slice() : null }; | ||
44 | this.setNormalTexture = function(m) { this._propValues[this._propNames[2]] = m ? m.slice(0) : null; this.updateTexture(2); }; | ||
45 | |||
46 | this.getSpecularTexture = function() { return this._propValues[this._propNames[3]] ? this._propValues[this._propNames[3]].slice() : null }; | ||
47 | this.setSpecularTexture = function(m) { this._propValues[this._propNames[3]] = m ? m.slice(0) : null; this.updateTexture(3); }; | ||
48 | |||
49 | this.isAnimated = function() { return true; }; | ||
50 | |||
51 | /////////////////////////////////////////////////////////////////////// | ||
52 | // Material Property Accessors | ||
53 | /////////////////////////////////////////////////////////////////////// | ||
54 | this._propNames = ["lightDiff", "diffuseTexture", "normalMap", "specularTexture"]; | ||
55 | this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map"]; | ||
56 | this._propTypes = ["color", "file", "file", "file"]; | ||
57 | this._propValues = []; | ||
58 | |||
59 | this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); | ||
60 | this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); | ||
61 | this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0); | ||
62 | this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0); | ||
63 | |||
64 | // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" | ||
65 | this.setProperty = function( prop, value ) | ||
66 | { | ||
67 | // every material should do something with the "color" property | ||
68 | if (prop === "color") prop = "lightDiff"; | ||
69 | |||
70 | // make sure we have legitimate imput | ||
71 | var ok = this.validateProperty( prop, value ); | ||
72 | if (!ok) | ||
73 | { | ||
74 | console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value ); | ||
75 | return; | ||
76 | } | ||
77 | |||
78 | switch (prop) | ||
79 | { | ||
80 | case "lightDiff": this.setLightDiff( value ); break; | ||
81 | case "diffuseTexture": this.setDiffuseTexture( value ); break; | ||
82 | case "specularTexture": this.setSpecularTexture( value ); break; | ||
83 | case "normalMap": this.setNormalTexture( value ); break; | ||
84 | |||
85 | default: | ||
86 | console.log( "invalid property to Bump Metal Material: " + prop + ", value: " + value ); | ||
87 | break; | ||
88 | } | ||
89 | }; | ||
90 | |||
91 | /////////////////////////////////////////////////////////////////////// | ||
92 | // Methods | ||
93 | /////////////////////////////////////////////////////////////////////// | ||
94 | // duplcate method requirde | ||
95 | this.dup = function() { return new BumpMetalMaterial(); }; | ||
96 | |||
97 | this.init = function( world ) | ||
98 | { | ||
99 | // save the world | ||
100 | if (world) this.setWorld( world ); | ||
101 | |||
102 | // set up the shader | ||
103 | this._shader = new jshader(); | ||
104 | this._shader.def = bumpMetalMaterialDef; | ||
105 | this._shader.init(); | ||
106 | this._shader.default.u_light0Diff.set( this.getLightDiff() ); | ||
107 | |||
108 | // set up the material node | ||
109 | this._materialNode = createMaterialNode( this.getShaderName() ); | ||
110 | this._materialNode.setShader(this._shader); | ||
111 | |||
112 | // set some image maps | ||
113 | this.updateTexture(1); | ||
114 | this.updateTexture(2); | ||
115 | this.updateTexture(3); | ||
116 | }; | ||
117 | |||
118 | this.updateTexture = function( index ) | ||
119 | { | ||
120 | var material = this._materialNode; | ||
121 | if (material) | ||
122 | { | ||
123 | var technique = material.shaderProgram.default; | ||
124 | var renderer = g_Engine.getContext().renderer; | ||
125 | if (renderer && technique) | ||
126 | { | ||
127 | var texMapName = this._propValues[this._propNames[index]]; | ||
128 | var wrap = 'REPEAT', mips = true; | ||
129 | var tex = this.loadTexture( texMapName, wrap, mips ); | ||
130 | |||
131 | if (tex) | ||
132 | { | ||
133 | switch (index) | ||
134 | { | ||
135 | case 1: technique.u_colMap.set( tex ); break; | ||
136 | case 2: technique.u_normalMap.set( tex ); break; | ||
137 | case 3: technique.u_glowMap.set( tex ); break; | ||
138 | default: console.log( "invalid map index in BumpMetalMaterial, " + index ); | ||
139 | } | ||
140 | } | ||
141 | } | ||
142 | } | ||
143 | }; | ||
144 | |||
145 | this.export = function() | ||
146 | { | ||
147 | // every material needs the base type and instance name | ||
148 | var exportStr = "material: " + this.getShaderName() + "\n"; | ||
149 | exportStr += "name: " + this.getName() + "\n"; | ||
150 | |||
151 | exportStr += "lightDiff: " + this.getLightDiff() + "\n"; | ||
152 | exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; | ||
153 | exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; | ||
154 | exportStr += "normalMap: " + this.getNormalTexture() + "\n"; | ||
155 | |||
156 | // every material needs to terminate like this | ||
157 | exportStr += "endMaterial\n"; | ||
158 | |||
159 | return exportStr; | ||
160 | }; | ||
161 | |||
162 | this.import = function( importStr ) | ||
163 | { | ||
164 | var pu = new ParseUtils( importStr ); | ||
165 | var material = pu.nextValue( "material: " ); | ||
166 | if (material != this.getShaderName()) throw new Error( "ill-formed material" ); | ||