/* <copyright> This file contains proprietary software owned by Motorola Mobility, Inc.<br/> No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. </copyright> */ /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// function FlatMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "FlatMaterial"; this._shaderName = "flat"; this._color = [1,0,0,1]; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getColor = function() { return this._color; } this.getShaderName = function() { return this._shaderName; } //////////////////////////////////s///////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function() { return new FlatMaterial(); } this.init = function() { // set up the shader this._shader = new jshader(); this._shader.def = flatShaderDef; this._shader.init(); // set the defaults this._shader.colorMe.color.set( this.getColor() ); // set up the material node this._materialNode = createMaterialNode("flatMaterial"); this._materialNode.setShader(this._shader); } /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["color"]; this._propLabels = ["Color"]; this._propTypes = ["color"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._color; this.setProperty = function( prop, value ) { // make sure we have legitimate imput if (this.validateProperty( prop, value )) { this._color = value.slice(0); this._shader.colorMe[prop].set(value); } } /////////////////////////////////////////////////////////////////////// this.export = function() { // this function should be overridden by subclasses var exportStr = "material: " + this.getShaderName() + "\n"; exportStr = "name: " + this.getName() + "\n"; if (this._shader) exportStr += "color: " + String(this._shader.colorMe.color) + "\n"; else exportStr += "color: " + this.getColor() + "\n"; exportStr += "endMaterial\n"; return exportStr; } this.import = function( importStr ) { var pu = new ParseUtils( importStr ); var material = pu.nextValue( "material: " ); if (material != this.getShaderName()) throw new Error( "ill-formed material" ); this.setName( pu.nextValue( "material: ") ); var color = pu.nextValue( "color: " ); var endKey = "endMaterial\n"; var index = importStr.indexOf( endKey ) + endKey.len; var rtnStr = importStr.substr( index ); return rtnStr; } } // used to create unique names var flatMaterialCounter = 0; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) flatShaderDef = { 'shaders': { // shader files 'defaultVShader': "\ uniform mat4 u_mvMatrix;\ uniform mat4 u_projMatrix;\ attribute vec3 a_pos;\ void main() {\ gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ }", 'defaultFShader': "\ precision highp float;\ uniform vec4 color;\ void main() {\ gl_FragColor = color;\ }", }, 'techniques': { // rendering control 'colorMe':[ // simple color pass { 'vshader' : 'defaultVShader', 'fshader' : 'defaultFShader', // attributes 'attributes' : { 'a_pos' : { 'type' : 'vec3' } // only using position for this shader }, // attributes 'params' : { 'color' : { 'type' : 'vec4' } }, }, ] } };