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1/* <copyright>
2This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3No 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//var RuntimeGeomObjDict = require("js/lib/rdge/runtime/RuntimeGeomObj");
8//var getPropertyFromString = RuntimeGeomObjDict.getPropertyFromString;
9
10//var GeomObj = require("js/lib/geom/geom-obj").GeomObj,
11 //MaterialsModel = require("js/models/materials-model").MaterialsModel,
12 //CanvasDataManager = require("js/lib/rdge/runtime/CanvasDataManager"),
13 //RuntimeGeomObj = require("js/lib/rdge/runtime/RuntimeGeomObj"),
14 //RuntimeRectangle = RuntimeGeomObj.RuntimeRectangle,
15 //RuntimeOval = RuntimeGeomObj.RuntimeOval,
16 //getPropertyFromString = require("js/lib/rdge/runtime/RuntimeGeomObj").getPropertyFromString;
17
18///////////////////////////////////////////////////////////////////////
19// Class RuntimeMaterial
20// Runtime representation of a material.
21///////////////////////////////////////////////////////////////////////
22var RuntimeMaterial = function RuntimeMaterial( world )
23{
24 ///////////////////////////////////////////////////////////////////////
25 // Instance variables
26 ///////////////////////////////////////////////////////////////////////
27 this._name = "GLMaterial";
28 this._shaderName = "undefined";
29
30 // variables for animation speed
31 this._time = 0.0;
32 this._dTime = 0.01;
33
34 // RDGE variables
35 this._shader;
36 this._materialNode;
37
38 ///////////////////////////////////////////////////////////////////////
39 // Property Accessors
40 ///////////////////////////////////////////////////////////////////////
41
42 // a material can be animated or not. default is not.
43 // Any material needing continuous rendering should override this method
44 this.isAnimated = function() { return false; }
45
46 ///////////////////////////////////////////////////////////////////////
47 // Methods
48 ///////////////////////////////////////////////////////////////////////
49 this.init = function()
50 {
51 }
52
53 this.update = function( time )
54 {
55 }
56
57 this.import = function( importStr )
58 {
59 }
60
61 this.getPropertyFromString = function( prop, str )
62 {
63 var index = str.indexOf( prop );
64 if (index < 0) throw new Error( "property " + prop + " not found in string: " + str);
65
66 var rtnStr = str.substr( index+prop.length );
67 index = rtnStr.indexOf( "\n" );
68 if (index >= 0)
69 rtnStr = rtnStr.substr(0, index);
70
71 return rtnStr;
72 }
73
74}
75
76function RuntimeFlatMaterial()
77{
78 // inherit the members of RuntimeMaterial
79 this.inheritedFrom = RuntimeMaterial;
80 this.inheritedFrom();
81
82 this._name = "FlatMaterial";
83 this._shaderName = "flat";
84
85 // assign a default color
86 this._color = [1,0,0,1];
87
88 this.import = function( importStr )
89 {
90 var colorStr = this.getPropertyFromString( "color: ", importStr );
91 if (colorStr)
92 this._color = eval( "[" + colorStr + "]" );
93 };
94
95
96 this.init = function()
97 {
98 if (this._shader)
99 {
100 this._shader.colorMe["color"].set( this._color );
101 }
102 }
103}
104
105function RuntimePulseMaterial()
106{
107 // inherit the members of RuntimeMaterial
108 this.inheritedFrom = RuntimeMaterial;
109 this.inheritedFrom();
110
111 this._name = "PulseMaterial";
112 this._shaderName = "pulse";
113
114 this._texMap = 'assets/images/cubelight.png';
115
116 this.isAnimated = function() { return true; }
117
118
119 this.import = function( importStr )
120 {
121 this._texMap = this.getPropertyFromString( "texture: ", importStr );
122 }
123
124 this.init = function()
125 {
126 var material = this._materialNode;
127 if (material)
128 {
129 var technique = material.shaderProgram.default;
130 var renderer = g_Engine.getContext().renderer;
131 if (renderer && technique)
132 {
133 if (this._shader && this._shader.default)
134 {
135 var res = [ renderer.vpWidth, renderer.vpHeight ];
136 technique.u_resolution.set( res );
137
138 var wrap = 'REPEAT', mips = true;
139 var tex = renderer.getTextureByName(this._texMap, wrap, mips );
140 if (tex)
141 technique.u_tex0.set( tex );
142
143 this._shader.default.u_time.set( [this._time] );
144 }
145 }
146 }
147 }
148
149 // several materials inherit from pulse.
150 // they may share this update method
151 this.update = function( time )
152 {
153 var material = this._materialNode;
154 if (material)
155 {
156 var technique = material.shaderProgram.default;
157 var renderer = g_Engine.getContext().renderer;
158 if (renderer && technique)
159 {
160 if (this._shader && this._shader.default)
161 this._shader.default.u_time.set( [this._time] );
162 this._time += this._dTime;
163 if (this._time > 200.0) this._time = 0.0;
164 }
165 }
166 }
167}
168
169function RuntimeRadialGradientMaterial()
170{
171 // inherit the members of RuntimeMaterial
172 this.inheritedFrom = RuntimeMaterial;
173 this.inheritedFrom();
174
175 this._name = "RadialGradientMaterial";
176 this._shaderName = "radialGradient";
177
178 // setup default values
179 this._color1 = [1,0,0,1]; this._colorStop1 = 0.0;
180 this._color2 = [0,1,0,1]; this._colorStop2 = 0.3;
181 this._color3 = [0,1,0,1]; this._colorStop3 = 0.6;
182 this._color4 = [0,1,0,1]; this._colorStop4 = 1.0;
183
184 this.init = function()
185 {
186 var material = this._materialNode;
187 if (material)
188 {
189 var technique = material.shaderProgram.default;
190 var renderer = g_Engine.getContext().renderer;
191 if (renderer && technique)
192 {
193 if (this._shader && this._shader.default)
194 {
195 this._shader.default.u_color1.set( this._color1 );
196 this._shader.default.u_color2.set( this._color2 );
197 this._shader.default.u_color3.set( this._color3 );
198 this._shader.default.u_color4.set( this._color4 );
199
200 this._shader.default.u_colorStop1.set( [this._colorStop1] );
201 this._shader.default.u_colorStop2.set( [this._colorStop2] );
202 this._shader.default.u_colorStop3.set( [this._colorStop3] );
203 this._shader.default.u_colorStop4.set( [this._colorStop4] );
204
205 if (this._angle !== undefined)
206 this._shader.default.u_cos_sin_angle.set([Math.cos(this._angle), Math.sin(this._angle)]);
207 }
208 }
209 }
210 }
211
212 this.import = function( importStr )
213 {
214 var colorStr;
215 colorStr = this.getPropertyFromString( "color1: ", importStr );
216 this._color1 = eval( "[" + colorStr + "]" );
217 colorStr = this.getPropertyFromString( "color2: ", importStr );
218 this._color2 = eval( "[" + colorStr + "]" );
219 colorStr = this.getPropertyFromString( "color3: ", importStr );
220 this._color3 = eval( "[" + colorStr + "]" );
221 colorStr = this.getPropertyFromString( "color4: ", importStr );
222 this._color4 = eval( "[" + colorStr + "]" );
223
224 this._colorStop1 = Number( this.getPropertyFromString( "colorStop1: ", importStr ) );
225 this._colorStop2 = Number( this.getPropertyFromString( "colorStop2: ", importStr ) );