/* <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> */ var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser; var Material = require("js/lib/rdge/materials/material").Material; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// var FlatMaterial = function FlatMaterial() { /////////////////////////////////////////////////////////////////////// // 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; }; this.isAnimated = function () { return false; }; this.hasVertexDeformation = function () { return true; }; this._hasVertexDeformation = true; this._vertexDeformationTolerance = 0.2; //////////////////////////////////s///////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function () { return new FlatMaterial(); }; this.init = function (world) { // save the world if (world) { this.setWorld(world); // set up the shader this._shader = new RDGE.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 = RDGE.createMaterialNode("flatMaterial_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); } else throw new Error("GLWorld not supplied to material initialization"); }; /////////////////////////////////////////////////////////////////////// // 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 input if (this.validateProperty(prop, value)) { this._propValues[prop] = value; if (this._shader && this._shader.colorMe) { this._shader.colorMe[prop].set(value); } } }; /////////////////////////////////////////////////////////////////////// this.exportJSON = function () { var jObj = { 'material': this.getShaderName(), 'name': this.getName(), 'color': this._propValues["color"] }; return jObj; }; this.importJSON = function (jObj) { if (this.getShaderName() != jObj.material) throw new Error("ill-formed material"); this.setName(jObj.name); var color = jObj.color; this.setProperty("color", color); }; this.update = function (time) { }; }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) flatShaderDef = { 'shaders': { // shader files 'defaultVShader':"assets/shaders/Basic.vert.glsl", 'defaultFShader':"assets/shaders/Basic.frag.glsl" }, 'techniques': { // rendering control 'colorMe':[ // simple color pass { 'vshader' : 'defaultVShader', 'fshader' : 'defaultFShader', // attributes 'attributes' : { 'vert' : { 'type' : 'vec3' }, 'normal' : { 'type' : 'vec3' }, 'texcoord' : { 'type' : 'vec2' } }, // attributes 'params' : { 'color' : { 'type' : 'vec4' } } } ] } }; FlatMaterial.prototype = new Material(); if (typeof exports === "object") { exports.FlatMaterial = FlatMaterial; }