diff options
author | Eric Guzman | 2012-06-20 19:42:03 -0700 |
---|---|---|
committer | Eric Guzman | 2012-06-20 19:42:03 -0700 |
commit | 3270aac4980c908f305fb53abadda5121ff6b9cb (patch) | |
tree | 6255aaab239fde71b1f4862dd70de7be62f48b85 /js/lib/rdge/materials/material.js | |
parent | a5d93daf6fdccbfee160d6a8ba08f6b6d4b9d7cc (diff) | |
parent | 87377c81da06abf6d656017859830a3ab2902f0e (diff) | |
download | ninja-3270aac4980c908f305fb53abadda5121ff6b9cb.tar.gz |
Merge branch 'binding' of github.com:dhg637/ninja-internal into binding
Diffstat (limited to 'js/lib/rdge/materials/material.js')
-rwxr-xr-x | js/lib/rdge/materials/material.js | 306 |
1 files changed, 188 insertions, 118 deletions
diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js index b96768b3..65448c0c 100755 --- a/js/lib/rdge/materials/material.js +++ b/js/lib/rdge/materials/material.js | |||
@@ -4,6 +4,9 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot | |||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | 4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. |
5 | </copyright> */ | 5 | </copyright> */ |
6 | 6 | ||
7 | var Texture = require("js/lib/rdge/texture").Texture; | ||
8 | |||
9 | |||
7 | /////////////////////////////////////////////////////////////////////// | 10 | /////////////////////////////////////////////////////////////////////// |
8 | // Class GLMaterial | 11 | // Class GLMaterial |
9 | // GL representation of a material. | 12 | // GL representation of a material. |
@@ -15,19 +18,16 @@ var Material = function GLMaterial( world ) { | |||
15 | this._name = "GLMaterial"; | 18 | this._name = "GLMaterial"; |
16 | this._shaderName = "undefined"; | 19 | this._shaderName = "undefined"; |
17 | 20 | ||
21 | this._time = 0.0; | ||
22 | this._dTime = 0.01; | ||
23 | |||
18 | // keep a reference to the owning GLWorld | 24 | // keep a reference to the owning GLWorld |
19 | this._world = null; | 25 | this._world = null; |
20 | if(world) { | 26 | if(world) { |
21 | this._world = world; | 27 | this._world = world; |
22 | } | 28 | } |
23 | 29 | ||
24 | this._shininess = 60; | 30 | this._glTextures = []; // indexed by uniform name |
25 | |||
26 | this._ambient = [0.0, 0.0, 0.0, 1.0]; | ||
27 | this._diffuse = [0.0, 0.0, 0.0, 1.0]; | ||
28 | this._specular = [0.0, 0.0, 0.0, 1.0]; | ||
29 | |||
30 | this._texture = null; | ||
31 | 31 | ||
32 | // vertex deformation variables | 32 | // vertex deformation variables |
33 | this._hasVertexDeformation = false; | 33 | this._hasVertexDeformation = false; |
@@ -38,16 +38,14 @@ var Material = function GLMaterial( world ) { | |||
38 | this._shader = null; | 38 | this._shader = null; |
39 | this._materialNode = null; | 39 | this._materialNode = null; |
40 | 40 | ||
41 | // vertex deformation variables | ||
42 | this._hasVertexDeformation = false; | ||
43 | this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) | ||
44 | this._vertexDeformationTolerance = 0.02; | ||
45 | |||
41 | /////////////////////////////////////////////////////////////////////// | 46 | /////////////////////////////////////////////////////////////////////// |
42 | // Property Accessors | 47 | // Property Accessors |
43 | /////////////////////////////////////////////////////////////////////// | 48 | /////////////////////////////////////////////////////////////////////// |
44 | this.getShininess = function() { | ||
45 | return this._shininess; | ||
46 | }; | ||
47 | |||
48 | this.setShininess = function(s) { | ||
49 | this._shininess = s; | ||
50 | }; | ||
51 | 49 | ||
52 | this.setName = function(n) { | 50 | this.setName = function(n) { |
53 | this._name = n; | 51 | this._name = n; |
@@ -73,30 +71,6 @@ var Material = function GLMaterial( world ) { | |||
73 | return this._world; | 71 | return this._world; |
74 | }; | 72 | }; |
75 | 73 | ||
76 | this.setAmbient = function(r, g, b, a) { | ||
77 | this._ambient = [r, g, b, a]; | ||
78 | }; | ||
79 | |||
80 | this.getAmbient = function() { | ||
81 | return [this._ambient[0], this._ambient[1], this._ambient[2], this._ambient[3]]; | ||
82 | }; | ||
83 | |||
84 | this.setDiffuse = function(r, g, b, a) { | ||
85 | this._diffuse = [r, g, b, a]; | ||
86 | }; | ||
87 | |||
88 | this.getDiffuse = function() { | ||
89 | return [this._diffuse[0], this._diffuse[1], this._diffuse[2], this._diffuse[3]]; | ||
90 | }; | ||
91 | |||
92 | this.setSpecular = function(r, g, b, a) { | ||
93 | this._specular = [r, g, b, a]; | ||
94 | }; | ||
95 | |||
96 | this.getSpecular = function() { | ||
97 | return [this._specular[0], this._specular[1], this._specular[2], this._specular[3]]; | ||
98 | }; | ||
99 | |||
100 | this.getShader = function() { | 74 | this.getShader = function() { |
101 | return this._shader; | 75 | return this._shader; |
102 | }; | 76 | }; |
@@ -111,6 +85,10 @@ var Material = function GLMaterial( world ) { | |||
111 | return false; | 85 | return false; |
112 | }; | 86 | }; |
113 | 87 | ||
88 | this.getTechniqueName = function() { | ||
89 | return 'default' | ||
90 | }; | ||
91 | |||
114 | // the vertex shader can apply deformations requiring refinement in | 92 | // the vertex shader can apply deformations requiring refinement in |
115 | // certain areas. | 93 | // certain areas. |
116 | this.hasVertexDeformation = function() { | 94 | this.hasVertexDeformation = function() { |
@@ -161,6 +139,43 @@ var Material = function GLMaterial( world ) { | |||
161 | } | 139 | } |
162 | }; | 140 | }; |
163 | 141 | ||
142 | this.hasProperty = function( prop ) | ||
143 | { | ||
144 | var propNames = [], dummy = []; | ||
145 | this.getAllProperties( propNames, dummy, dummy, dummy ) | ||
146 | for (var i=0; i<propNames.length; i++) | ||
147 | { | ||
148 | if (prop === propNames[i]) return true; | ||
149 | } | ||
150 | }; | ||
151 | |||
152 | this.getPropertyType = function( prop ) | ||
153 | { | ||
154 | var n = this.getPropertyCount(); | ||
155 | for (var i=0; i<n; i++) | ||
156 | { | ||
157 | if (prop === this._propNames[i]) return this._propTypes[i]; | ||
158 | } | ||
159 | }; | ||
160 | |||
161 | this.dup = function () | ||
162 | { | ||
163 | // get the current values; | ||
164 | var propNames = [], propValues = [], propTypes = [], propLabels = []; | ||
165 | this.getAllProperties(propNames, propValues, propTypes, propLabels); | ||
166 | |||
167 | // allocate a new material | ||
168 | var MaterialLibrary = require("js/models/materials-model").MaterialsModel; | ||
169 | var newMat = MaterialLibrary.createMaterialByShaderName( this.getShaderName() ); | ||
170 | |||
171 | // copy over the current values; | ||
172 | var n = propNames.length; | ||
173 | for (var i = 0; i < n; i++) | ||
174 | newMat.setProperty(propNames[i], propValues[i]); | ||
175 | |||
176 | return newMat; | ||
177 | }; | ||
178 | |||
164 | this.validateProperty = function( prop, value ) { | 179 | this.validateProperty = function( prop, value ) { |
165 | var rtnVal = false; | 180 | var rtnVal = false; |
166 | try | 181 | try |
@@ -187,6 +202,7 @@ var Material = function GLMaterial( world ) { | |||
187 | rtnVal = ((valType == "object") && (value.length >= 3)); | 202 | rtnVal = ((valType == "object") && (value.length >= 3)); |
188 | break; | 203 | break; |
189 | 204 | ||
205 | case "angle": | ||
190 | case "float": | 206 | case "float": |
191 | rtnVal = (valType == "number"); | 207 | rtnVal = (valType == "number"); |
192 | break; | 208 | break; |
@@ -204,22 +220,148 @@ var Material = function GLMaterial( world ) { | |||
204 | console.log( "setting invalid material property: " + prop + ", value: " + value ); | 220 | console.log( "setting invalid material property: " + prop + ", value: " + value ); |
205 | } | 221 | } |
206 | 222 | ||
207 | if (!rtnVal) { | 223 | // if (!rtnVal && (prop != 'color')) { |
208 | console.log( "invalid material property: " + prop + " : " + value ); | 224 | // console.log( "invalid material property: " + prop + " : " + value ); |
209 | } | 225 | // } |
210 | 226 | ||
211 | return rtnVal; | 227 | return rtnVal; |
212 | }; | 228 | }; |
229 | |||
230 | this.setProperty = function( prop, value ) | ||
231 | { | ||
232 | var ok = this.validateProperty( prop, value ); | ||
233 | if (!ok && (prop != 'color')) { | ||
234 | //console.log( "invalid property in Material:" + prop + " : " + value ); | ||
235 | return; | ||
236 | } | ||
237 | |||
238 | // get the technique if the shader is instantiated | ||
239 | var technique; | ||
240 | var material = this._materialNode; | ||
241 | if (material) technique = material.shaderProgram[this.getTechniqueName()]; | ||
242 | |||
243 | switch (this.getPropertyType(prop)) | ||
244 | { | ||
245 | case "angle": | ||
246 | case "float": | ||
247 | this._propValues[prop] = value; | ||
248 | if (technique) technique[prop].set( [value] ); | ||
249 | break; | ||
250 | |||
251 | case "file": | ||
252 | this._propValues[prop] = value.slice(); | ||
253 | if (technique) | ||
254 | { | ||
255 | var glTex = new Texture( this.getWorld(), value ); | ||
256 | this._glTextures[prop] = glTex; | ||
257 | glTex.render(); | ||
258 | var tex = glTex.getTexture(); | ||
259 | if (tex) technique[prop].set( tex ); | ||
260 | } | ||
261 | break; | ||
262 | |||
263 | case "color": | ||
264 | case "vector2d": | ||
265 | case "vector3d": | ||
266 | this._propValues[prop] = value.slice(); | ||
267 | if (technique) technique[prop].set( value ); | ||
268 | break; | ||
269 | } | ||