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Diffstat (limited to 'js/lib/rdge/materials/material.js')
-rwxr-xr-x | js/lib/rdge/materials/material.js | 346 |
1 files changed, 346 insertions, 0 deletions
diff --git a/js/lib/rdge/materials/material.js b/js/lib/rdge/materials/material.js new file mode 100755 index 00000000..c1d13b15 --- /dev/null +++ b/js/lib/rdge/materials/material.js | |||
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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 | var Material = function GLMaterial( world ) { | ||
12 | /////////////////////////////////////////////////////////////////////// | ||
13 | // Instance variables | ||
14 | /////////////////////////////////////////////////////////////////////// | ||
15 | this._name = "GLMaterial"; | ||
16 | this._shaderName = "undefined"; | ||
17 | |||
18 | // keep a reference to the owning GLWorld | ||
19 | this._world = null; | ||
20 | if(world) { | ||
21 | this._world = world; | ||
22 | } | ||
23 | |||
24 | this._shininess = 60; | ||
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 | |||
32 | // vertex deformation variables | ||
33 | this._hasVertexDeformation = false; | ||
34 | this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) | ||
35 | this._vertexDeformationTolerance = 0.1; | ||
36 | |||
37 | // RDGE variables | ||
38 | this._shader = null; | ||
39 | this._materialNode = null; | ||
40 | |||
41 | /////////////////////////////////////////////////////////////////////// | ||
42 | // Property Accessors | ||
43 | /////////////////////////////////////////////////////////////////////// | ||
44 | this.getShininess = function() { | ||
45 | return this._shininess; | ||
46 | }; | ||
47 | |||
48 | this.setShininess = function(s) { | ||
49 | this._shininess = s; | ||
50 | }; | ||
51 | |||
52 | this.setName = function(n) { | ||
53 | this._name = n; | ||
54 | }; | ||
55 | |||
56 | this.getName = function() { | ||
57 | return this._name; | ||
58 | }; | ||
59 | |||
60 | this.setShaderName = function(n) { | ||
61 | this._shaderName = n; | ||
62 | }; | ||
63 | |||
64 | this.getShaderName = function() { | ||
65 | return this._shaderName; | ||
66 | }; | ||
67 | |||
68 | this.setWorld = function(world) { | ||
69 | this._world = world; | ||
70 | }; | ||
71 | |||
72 | this.getWorld = function() { | ||
73 | return this._world; | ||
74 | }; | ||
75 | |||
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() { | ||
101 | return this._shader; | ||
102 | }; | ||
103 | |||
104 | this.getMaterialNode = function() { | ||
105 | return this._materialNode; | ||
106 | }; | ||
107 | |||
108 | // a material can be animated or not. default is not. | ||
109 | // Any material needing continuous rendering should override this method | ||
110 | this.isAnimated = function() { | ||
111 | return false; | ||
112 | }; | ||
113 | |||
114 | // the vertex shader can apply deformations requiring refinement in | ||
115 | // certain areas. | ||
116 | this.hasVertexDeformation = function() { | ||
117 | return this._hasVertexDeformation; | ||
118 | }; | ||
119 | |||
120 | this.getVertexDeformationRange = function() { | ||
121 | return this._vertexDeformationRange.slice(); | ||
122 | }; | ||
123 | |||
124 | this.getVertexDeformationTolerance = function() { | ||
125 | return this._vertexDeformationTolerance; | ||
126 | }; | ||
127 | |||
128 | /////////////////////////////////////////////////////////////////////// | ||
129 | // Common Material Methods | ||
130 | /////////////////////////////////////////////////////////////////////// | ||
131 | this.getProperty = function( propName ) { | ||
132 | return this._propValues[propName]; | ||
133 | }; | ||
134 | |||
135 | this.getPropertyCount = function() { | ||
136 | return this._propNames.length; | ||
137 | }; | ||
138 | |||
139 | this.getPropertyAtIndex = function( index ) { | ||
140 | var rtnArr = []; | ||
141 | if ((index < 0) || (index >= this.getPropertyCount())) { | ||
142 | throw new Error( "property index " + index + " is out of range for material" ); | ||
143 | } | ||
144 | |||
145 | return [ this._propNames[index], this._propLabels[index], this._propTypes[index], this._propValues[index] ]; | ||
146 | }; | ||
147 | |||
148 | this.getAllProperties = function( propNames, propValues, propTypes, propLabels) { | ||
149 | // clear all the input arrays if there is junk in them | ||
150 | propNames.length = 0; | ||
151 | propValues.length = 0; | ||
152 | propTypes.length = 0; | ||
153 | propLabels.length = 0; | ||
154 | |||
155 | var nProps = this._propNames.length; | ||
156 | for (var i=0; i<nProps; i++) { | ||
157 | propNames[i] = this._propNames[i]; | ||
158 | propValues[i] = this._propValues[this._propNames[i]]; | ||
159 | propTypes[i] = this._propTypes[i]; | ||
160 | propLabels[i] = this._propLabels[i]; | ||
161 | } | ||
162 | }; | ||
163 | |||
164 | this.validateProperty = function( prop, value ) { | ||
165 | var rtnVal = false; | ||
166 | try | ||
167 | { | ||
168 | //if (!this._propValues[prop]) return false; | ||
169 | |||
170 | // find the index of the property | ||
171 | var n = this._propNames.length; | ||
172 | var valType = typeof value; | ||
173 | for (var i=0; i<n; i++) { | ||
174 | if (this._propNames[i] == prop) { | ||
175 | |||
176 | switch (this._propTypes[i]) | ||
177 | { | ||
178 | case "color": | ||
179 | rtnVal = ((valType == "object") && (value.length >= 4)); | ||
180 | break; | ||
181 | |||
182 | case "vector2d": | ||
183 | rtnVal = ((valType == "object") && (value.length >= 2)); | ||
184 | break; | ||
185 | |||
186 | case "vector3d": | ||
187 | rtnVal = ((valType == "object") && (value.length >= 3)); | ||
188 | break; | ||
189 | |||
190 | case "float": | ||
191 | rtnVal = (valType == "number"); | ||
192 | break; | ||
193 | |||
194 | case "file": | ||
195 | rtnVal = ((valType == "string") || !value); | ||
196 | break; | ||
197 | } | ||
198 | |||
199 | break; | ||
200 | } | ||
201 | } | ||
202 | } | ||
203 | catch(e) { | ||
204 | console.log( "setting invalid material property: " + prop + ", value: " + value ); | ||
205 | } | ||
206 | |||
207 | if (!rtnVal) { | ||
208 | console.log( "invalid material property: " + prop + " : " + value ); | ||
209 | } | ||
210 | |||
211 | return rtnVal; | ||
212 | }; | ||
213 | /////////////////////////////////////////////////////////////////////// | ||
214 | |||
215 | /////////////////////////////////////////////////////////////////////// | ||
216 | // Methods | ||
217 | /////////////////////////////////////////////////////////////////////// | ||
218 | // duplcate method required by sub class | ||
219 | this.dup = function() { | ||
220 | throw new Error( "Material.dup() must be overridden by subclass" ); | ||
221 | }; | ||
222 | |||
223 | this.init = function( world ) { | ||
224 | throw new Error( "Material.init() must be overridden by subclass" ); | ||
225 | }; | ||
226 | |||
227 | this.update = function( time ) { | ||
228 | // animated materials should implement the update method | ||
229 | }; | ||
230 | |||
231 | this.registerTexture = function( texture ) { | ||
232 | // the world needs to know about the texture map | ||
233 | var world = this.getWorld(); | ||
234 | if (!world) { | ||
235 | console.log( "**** world not defined for registering texture map: " + texture.lookUpName ); | ||