/* This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/ /////////////////////////////////////////////////////////////////////// // 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' } }, }, ] } };