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-rwxr-xr-xjs/lib/rdge/materials/bump-metal-material.js58
1 files changed, 32 insertions, 26 deletions
diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js
index 4bc5dfe8..4d19c9c1 100755
--- a/js/lib/rdge/materials/bump-metal-material.js
+++ b/js/lib/rdge/materials/bump-metal-material.js
@@ -28,6 +28,8 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
28 // keep the array of initialized textures 28 // keep the array of initialized textures
29 this._textures = []; 29 this._textures = [];
30 30
31 this._speed = 1.0;
32
31 /////////////////////////////////////////////////////////////////////// 33 ///////////////////////////////////////////////////////////////////////
32 // Property Accessors 34 // Property Accessors
33 /////////////////////////////////////////////////////////////////////// 35 ///////////////////////////////////////////////////////////////////////
@@ -67,15 +69,14 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
67 /////////////////////////////////////////////////////////////////////// 69 ///////////////////////////////////////////////////////////////////////
68 // Material Property Accessors 70 // Material Property Accessors
69 /////////////////////////////////////////////////////////////////////// 71 ///////////////////////////////////////////////////////////////////////
70 this._propNames = ["lightDiff", "diffuseTexture", "normalMap", "specularTexture"]; 72 this._propNames = ["lightDiff", "diffuseTexture", "normalMap" ];
71 this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map"]; 73 this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map" ];
72 this._propTypes = ["color", "file", "file", "file"]; 74 this._propTypes = ["color", "file", "file" ];
73 this._propValues = []; 75 this._propValues = [];
74 76
75 this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); 77 this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0);
76 this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); 78 this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0);
77 this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0); 79 this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0);
78 this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0);
79 80
80 // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" 81 // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default"
81 this.setProperty = function( prop, value ) 82 this.setProperty = function( prop, value )
@@ -127,7 +128,6 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
127 this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() ); 128 this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() );
128 this._materialNode.setShader(this._shader); 129 this._materialNode.setShader(this._shader);
129 130
130 // DEBUG CODE
131 this.initTextures(); 131 this.initTextures();
132 }; 132 };
133 133
@@ -137,8 +137,14 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
137 if (dstWorld) 137 if (dstWorld)
138 { 138 {
139 var texMapName = this._propValues[this._propNames[index]]; 139 var texMapName = this._propValues[this._propNames[index]];
140 var texture = new Texture( dstWorld, texMapName ); 140 if (texMapName)
141 this._textures[index] = texture; 141 {
142 var texture = new Texture( dstWorld, texMapName );
143 this._textures[index] = texture;
144 }
145 else
146 this._textures[index] = null;
147
142 this.updateTexture( index ); 148 this.updateTexture( index );
143 } 149 }
144 } 150 }
@@ -165,24 +171,25 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
165 var renderer = RDGE.globals.engine.getContext().renderer; 171 var renderer = RDGE.globals.engine.getContext().renderer;
166 if (renderer && technique) 172 if (renderer && technique)
167 { 173 {
168 var glTex = this._textures[ index ]; 174 var glTex = this._textures[ index ];
169 if (glTex) 175 var tex;
170 { 176 if (glTex)
171 if (glTex.isAnimated()) 177 {
172 glTex.render(); 178 if (glTex.isAnimated())
173 179 glTex.render();
174 var tex = glTex.getTexture(); 180
175 if (tex) 181 tex = glTex.getTexture();
176 { 182 }
177 switch (index) 183
178 { 184 {
179 case 1: technique.u_colMap.set( tex ); break; 185 switch (index)
180 case 2: technique.u_normalMap.set( tex ); break; 186 {
181 case 3: technique.u_glowMap.set( tex ); break; 187 case 1: technique.u_colMap.set( tex ); break;
182 default: console.log( "invalid map index in BumpMetalMaterial, " + index ); 188 case 2: technique.u_normalMap.set( tex ); break;
183 } 189 case 3: technique.u_glowMap.set( tex ); break;
184 } 190 default: console.log( "invalid map index in BumpMetalMaterial, " + index );
185 } 191 }
192 }
186 } 193 }
187 } 194 }
188 }; 195 };
@@ -291,7 +298,6 @@ var bumpMetalMaterialDef = bumpMetalShaderDef =
291 'params' : 298 'params' :
292 { 299 {
293 'u_light0Diff' : { 'type' : 'vec4' }, 300 'u_light0Diff' : { 'type' : 'vec4' },
294 //'u_matDiffuse' : { 'type' : 'vec4' }
295 'u_colMap': { 'type' : 'tex2d' }, 301 'u_colMap': { 'type' : 'tex2d' },
296 'u_normalMap': { 'type' : 'tex2d' }, 302 'u_normalMap': { 'type' : 'tex2d' },
297 'u_glowMap': { 'type' : 'tex2d' } 303 'u_glowMap': { 'type' : 'tex2d' }