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Diffstat (limited to 'js/helper-classes/RDGE/GLMaterial.js')
-rwxr-xr-x | js/helper-classes/RDGE/GLMaterial.js | 308 |
1 files changed, 0 insertions, 308 deletions
diff --git a/js/helper-classes/RDGE/GLMaterial.js b/js/helper-classes/RDGE/GLMaterial.js deleted file mode 100755 index 642fab05..00000000 --- a/js/helper-classes/RDGE/GLMaterial.js +++ /dev/null | |||
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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 | // Class GLMaterial | ||
9 | // GL representation of a material. | ||
10 | /////////////////////////////////////////////////////////////////////// | ||
11 | function GLMaterial( world ) | ||
12 | { | ||
13 | /////////////////////////////////////////////////////////////////////// | ||
14 | // Instance variables | ||
15 | /////////////////////////////////////////////////////////////////////// | ||
16 | this._name = "GLMaterial"; | ||
17 | this._shaderName = "undefined"; | ||
18 | |||
19 | // keep a reference to the owning GLWorld | ||
20 | this._world = null; | ||
21 | if(world) | ||
22 | { | ||
23 | this._world = world; | ||
24 | } | ||
25 | |||
26 | this._shininess = 60; | ||
27 | |||
28 | this._ambient = [0.0, 0.0, 0.0, 1.0]; | ||
29 | this._diffuse = [0.0, 0.0, 0.0, 1.0]; | ||
30 | this._specular = [0.0, 0.0, 0.0, 1.0]; | ||
31 | |||
32 | this._texture; | ||
33 | |||
34 | // vertex deformation variables | ||
35 | this._hasVertexDeformation = false; | ||
36 | this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) | ||
37 | this._vertexDeformationTolerance = 0.1; | ||
38 | |||
39 | // RDGE variables | ||
40 | this._shader; | ||
41 | this._materialNode; | ||
42 | |||
43 | /////////////////////////////////////////////////////////////////////// | ||
44 | // Property Accessors | ||
45 | /////////////////////////////////////////////////////////////////////// | ||
46 | this.getShininess = function() { return this._shininess; } | ||
47 | this.setShininess = function(s) { this._shininess = s; } | ||
48 | |||
49 | this.setName = function(n) { this._name = n; } | ||
50 | this.getName = function() { return this._name; } | ||
51 | |||
52 | this.setShaderName = function(n) { this._shaderName = n; } | ||
53 | this.getShaderName = function() { return this._shaderName; } | ||
54 | |||
55 | this.setWorld = function(world) { this._world = world; } | ||
56 | this.getWorld = function() { return this._world; } | ||
57 | |||
58 | this.setAmbient = function(r, g, b, a) { this._ambient = [r, g, b, a]; } | ||
59 | this.getAmbient = function() { return [this._ambient[0], this._ambient[1], this._ambient[2], this._ambient[3]]; } | ||
60 | |||
61 | this.setDiffuse = function(r, g, b, a) { this._diffuse = [r, g, b, a]; } | ||
62 | this.getDiffuse = function() { return [this._diffuse[0], this._diffuse[1], this._diffuse[2], this._diffuse[3]]; } | ||
63 | |||
64 | this.setSpecular = function(r, g, b, a) { this._specular = [r, g, b, a]; } | ||
65 | this.getSpecular = function() { return [this._specular[0], this._specular[1], this._specular[2], this._specular[3]]; } | ||
66 | |||
67 | this.getShader = function() { return this._shader; } | ||
68 | this.getMaterialNode = function() { return this._materialNode; } | ||
69 | |||
70 | // a material can be animated or not. default is not. | ||
71 | // Any material needing continuous rendering should override this method | ||
72 | this.isAnimated = function() { return false; } | ||
73 | |||
74 | // the vertex shader can apply deformations requiring refinement in | ||
75 | // certain areas. | ||
76 | this.hasVertexDeformation = function() { return this._hasVertexDeformation; } | ||
77 | this.getVertexDeformationRange = function() { return this._vertexDeformationRange.slice(); } | ||
78 | this.getVertexDeformationTolerance = function() { return this._vertexDeformationTolerance; } | ||
79 | |||
80 | |||
81 | /////////////////////////////////////////////////////////////////////// | ||
82 | // Common Material Methods | ||
83 | /////////////////////////////////////////////////////////////////////// | ||
84 | this.getProperty = function( propName ) | ||
85 | { | ||
86 | return this._propValues[propName]; | ||
87 | } | ||
88 | |||
89 | this.getPropertyCount = function() | ||
90 | { | ||
91 | return this._propNames.length; | ||
92 | } | ||
93 | |||
94 | this.getPropertyAtIndex = function( index ) | ||
95 | { | ||
96 | var rtnArr = []; | ||
97 | if ((index < 0) || (index >= this.getPropertyCount())) | ||
98 | throw new Error( "property index " + index + " is out of range for material" ); | ||
99 | |||
100 | var rtnArr = [ this._propNames[index], this._propLabels[index], this._propTypes[index], this._propValues[index] ]; | ||
101 | return rtnArr; | ||
102 | } | ||
103 | |||
104 | this.getAllProperties = function( propNames, propValues, propTypes, propLabels) | ||
105 | { | ||
106 | // clear all the input arrays if there is junk in them | ||
107 | propNames.length = 0; | ||
108 | propValues.length = 0; | ||
109 | propTypes.length = 0; | ||
110 | propLabels.length = 0; | ||
111 | |||
112 | var nProps = this._propNames.length; | ||
113 | for (var i=0; i<nProps; i++) | ||
114 | { | ||
115 | propNames[i] = this._propNames[i]; | ||
116 | propValues[i] = this._propValues[this._propNames[i]]; | ||
117 | propTypes[i] = this._propTypes[i]; | ||
118 | propLabels[i] = this._propLabels[i]; | ||
119 | } | ||
120 | } | ||
121 | |||
122 | this.validateProperty = function( prop, value ) | ||
123 | { | ||
124 | var rtnVal = false; | ||
125 | try | ||
126 | { | ||
127 | //if (!this._propValues[prop]) return false; | ||
128 | |||
129 | // find the index of the property | ||
130 | var n = this._propNames.length; | ||
131 | var valType = typeof value; | ||
132 | for (var i=0; i<n; i++) | ||
133 | { | ||
134 | if (this._propNames[i] == prop) | ||
135 | { | ||
136 | switch (this._propTypes[i]) | ||
137 | { | ||
138 | case "color": | ||
139 | rtnVal = ((valType == "object") && (value.length >= 4)); | ||
140 | break; | ||
141 | |||
142 | case "vector2d": | ||
143 | rtnVal = ((valType == "object") && (value.length >= 2)); | ||
144 | break; | ||
145 | |||
146 | case "vector3d": | ||
147 | rtnVal = ((valType == "object") && (value.length >= 3)); | ||
148 | break; | ||
149 | |||
150 | case "float": | ||
151 | rtnVal = (valType == "number"); | ||
152 | break; | ||
153 | |||
154 | case "file": | ||
155 | rtnVal = ((valType == "string") || !value); | ||
156 | break; | ||
157 | } | ||
158 | break; | ||
159 | } | ||
160 | } | ||
161 | } | ||
162 | catch(e) { | ||
163 | console.log( "setting invalid material property: " + prop + ", value: " + value ); | ||
164 | } | ||
165 | |||
166 | if (!rtnVal) | ||
167 | console.log( "invalid material property: " + prop + " : " + value ); | ||
168 | |||
169 | return rtnVal; | ||
170 | } | ||
171 | /////////////////////////////////////////////////////////////////////// | ||
172 | |||
173 | /////////////////////////////////////////////////////////////////////// | ||
174 | // Methods | ||
175 | /////////////////////////////////////////////////////////////////////// | ||
176 | // duplcate method required by sub class | ||
177 | this.dup = function() | ||
178 | { | ||
179 | throw new Error( "Material.dup() must be overridden by subclass" ); | ||
180 | } | ||
181 | |||
182 | this.init = function( world ) | ||
183 | { | ||
184 | throw new Error( "Material.init() must be overridden by subclass" ); | ||
185 | } | ||
186 | |||
187 | this.update = function( time ) | ||
188 | { | ||
189 | // animated materials should implement the update method | ||
190 | } | ||
191 | |||
192 | this.registerTexture = function( texture ) | ||
193 | { | ||
194 | // the world needs to know about the texture map | ||
195 | var world = this.getWorld(); | ||
196 | if (!world) | ||
197 | console.log( "**** world not defined for registering texture map: " + texture.lookUpName ); | ||
198 | else | ||
199 | world.textureToLoad( texture ); | ||
200 | } | ||
201 | |||
202 | this.loadTexture = function( texMapName, wrap, mips ) | ||
203 | { | ||
204 | var tex; | ||
205 | var world = this.getWorld(); | ||
206 | if (!world) | ||
207 | console.log( "world not defined for material with texture map" ); | ||
208 | else | ||
209 | { | ||
210 | var renderer = world.getRenderer(); | ||
211 | tex = renderer.getTextureByName(texMapName, wrap, mips ); | ||
212 | this.registerTexture( tex ); | ||
213 | } | ||
214 | return tex; | ||
215 | } | ||
216 | |||
217 | this.export = function() | ||
218 | { | ||
219 | // this function should be overridden by subclasses | ||
220 | var exportStr = "material: " + this.getShaderName() + "\n" + "endMaterial\n"; | ||
221 | return exportStr; | ||
222 | } |