/* 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.
*/ 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.getShaderName = function () { return this._shaderName; }; this.isAnimated = function () { return false; }; this.getTechniqueName = function() { return 'colorMe' }; /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde 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 up the material node this._materialNode = RDGE.createMaterialNode("flatMaterial_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); this.setShaderValues(); } 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; }; /////////////////////////////////////////////////////////////////////////////////////// // 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; }