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authorAnanya Sen2012-07-09 16:52:49 -0700
committerAnanya Sen2012-07-09 16:52:49 -0700
commit2eb84584f44b8c774479d1af2ee1d810597474cf (patch)
tree64cb3e09a8daeb340261dd7f3869c73f7b90b643 /js/lib/rdge/materials/material.js
parentbf9dba001ec84243e2f12cd13b0c0ae020fba4a2 (diff)
parentcee0deca695359ab468bd06d0e05ed3b2010b338 (diff)
downloadninja-2eb84584f44b8c774479d1af2ee1d810597474cf.tar.gz
Merge branch 'refs/heads/ninja-internal-master' into codemirror-custom-theme-removal
Conflicts: js/code-editor/codemirror-ninja/theme/lesser-dark-ninja.css js/code-editor/codemirror-ninja/theme/xq-dark-ninja.css Signed-off-by: Ananya Sen <Ananya.Sen@motorola.com>
Diffstat (limited to 'js/lib/rdge/materials/material.js')
-rwxr-xr-xjs/lib/rdge/materials/material.js592
1 files changed, 306 insertions, 286 deletions
diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js
index 34d3aa1f..0f6f6c92 100755
--- a/js/lib/rdge/materials/material.js
+++ b/js/lib/rdge/materials/material.js
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -39,160 +40,156 @@ var Material = function GLMaterial( world ) {
39 /////////////////////////////////////////////////////////////////////// 40 ///////////////////////////////////////////////////////////////////////
40 // Instance variables 41 // Instance variables
41 /////////////////////////////////////////////////////////////////////// 42 ///////////////////////////////////////////////////////////////////////
42 this._name = "GLMaterial"; 43 this._name = "GLMaterial";
43 this._shaderName = "undefined"; 44 this._shaderName = "undefined";
44 45
45 this._time = 0.0; 46 this._time = 0.0;
46 this._dTime = 0.01; 47 this._dTime = 0.01;
47 48
48 // keep a reference to the owning GLWorld 49 // keep a reference to the owning GLWorld
49 this._world = null; 50 this._world = null;
50 if(world) { 51 if(world) {
51 this._world = world; 52 this._world = world;
52 } 53 }
53 54
54 this._glTextures = []; // indexed by uniform name 55 this._glTextures = []; // indexed by uniform name
55 56
56 // vertex deformation variables 57 // vertex deformation variables
57 this._hasVertexDeformation = false; 58 this._hasVertexDeformation = false;
58 this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) 59 this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax)
59 this._vertexDeformationTolerance = 0.1; 60 this._vertexDeformationTolerance = 0.02;
60 61
61 // RDGE variables 62 // RDGE variables
62 this._shader = null; 63 this._shader = null;
63 this._materialNode = null; 64 this._materialNode = null;
64 65
65 // vertex deformation variables
66 this._hasVertexDeformation = false;
67 this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax)
68 this._vertexDeformationTolerance = 0.02;
69 66
70 /////////////////////////////////////////////////////////////////////// 67 ///////////////////////////////////////////////////////////////////////
71 // Property Accessors 68 // Property Accessors
72 /////////////////////////////////////////////////////////////////////// 69 ///////////////////////////////////////////////////////////////////////
73 70
74 this.setName = function(n) { 71 this.setName = function(n) {
75 this._name = n; 72 this._name = n;
76 }; 73 };
77 74
78 this.getName = function() { 75 this.getName = function() {
79 return this._name; 76 return this._name;
80 }; 77 };
81 78
82 this.setShaderName = function(n) { 79 this.setShaderName = function(n) {
83 this._shaderName = n; 80 this._shaderName = n;
84 }; 81 };
85 82
86 this.getShaderName = function() { 83 this.getShaderName = function() {
87 return this._shaderName; 84 return this._shaderName;
88 }; 85 };
89 86
90 this.setWorld = function(world) { 87 this.setWorld = function(world) {
91 this._world = world; 88 this._world = world;
92 }; 89 };
93 90
94 this.getWorld = function() { 91 this.getWorld = function() {
95 return this._world; 92 return this._world;
96 }; 93 };
97 94
98 this.getShader = function() { 95 this.getShader = function() {
99 return this._shader; 96 return this._shader;
100 }; 97 };
101 98
102 this.getMaterialNode = function() { 99 this.getMaterialNode = function() {
103 return this._materialNode; 100 return this._materialNode;
104 }; 101 };
105 102
106 // a material can be animated or not. default is not. 103 // a material can be animated or not. default is not.
107 // Any material needing continuous rendering should override this method 104 // Any material needing continuous rendering should override this method
108 this.isAnimated = function() { 105 this.isAnimated = function() {
109 return false; 106 return false;
110 }; 107 };
111 108
112 this.getTechniqueName = function() { 109 this.getTechniqueName = function() {
113 return 'default' 110 return 'default'
114 }; 111 };
115 112
116 // the vertex shader can apply deformations requiring refinement in 113 // the vertex shader can apply deformations requiring refinement in
117 // certain areas. 114 // certain areas.
118 this.hasVertexDeformation = function() { 115 this.hasVertexDeformation = function() {
119 return this._hasVertexDeformation; 116 return this._hasVertexDeformation;
120 }; 117 };
121 118
122 this.getVertexDeformationRange = function() { 119 this.getVertexDeformationRange = function() {
123 return this._vertexDeformationRange.slice(); 120 return this._vertexDeformationRange.slice();
124 }; 121 };
125 122
126 this.getVertexDeformationTolerance = function() { 123 this.getVertexDeformationTolerance = function() {
127 return this._vertexDeformationTolerance; 124 return this._vertexDeformationTolerance;
128 }; 125 };
129 126
130 /////////////////////////////////////////////////////////////////////// 127 ///////////////////////////////////////////////////////////////////////
131 // Common Material Methods 128 // Common Material Methods
132 /////////////////////////////////////////////////////////////////////// 129 ///////////////////////////////////////////////////////////////////////
133 this.getProperty = function( propName ) { 130 this.getProperty = function( propName ) {
134 return this._propValues[propName]; 131 return this._propValues[propName];
135 }; 132 };
136 133
137 this.getPropertyCount = function() { 134 this.getPropertyCount = function() {
138 return this._propNames.length; 135 return this._propNames.length;
139 }; 136 };
140 137
141 this.getPropertyAtIndex = function( index ) { 138 this.getPropertyAtIndex = function( index ) {
142 var rtnArr = []; 139 var rtnArr = [];
143 if ((index < 0) || (index >= this.getPropertyCount())) { 140 if ((index < 0) || (index >= this.getPropertyCount())) {
144 throw new Error( "property index " + index + " is out of range for material" ); 141 throw new Error( "property index " + index + " is out of range for material" );
145 } 142 }
146 143
147 return [ this._propNames[index], this._propLabels[index], this._propTypes[index], this._propValues[index] ]; 144 return [ this._propNames[index], this._propLabels[index], this._propTypes[index], this._propValues[index] ];
148 }; 145 };
149 146
150 this.getAllProperties = function( propNames, propValues, propTypes, propLabels) { 147 this.getAllProperties = function( propNames, propValues, propTypes, propLabels) {
151 // clear all the input arrays if there is junk in them 148 // clear all the input arrays if there is junk in them
152 propNames.length = 0; 149 propNames.length = 0;
153 propValues.length = 0; 150 propValues.length = 0;
154 propTypes.length = 0; 151 propTypes.length = 0;
155 propLabels.length = 0; 152 propLabels.length = 0;
156