/*
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 Texture = require("js/lib/rdge/texture").Texture;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// GL representation of a material.
///////////////////////////////////////////////////////////////////////
var Material = function GLMaterial( world ) {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "GLMaterial";
this._shaderName = "undefined";
this._time = 0.0;
this._dTime = 0.01;
// keep a reference to the owning GLWorld
this._world = null;
if(world) {
this._world = world;
}
this._glTextures = []; // indexed by uniform name
// vertex deformation variables
this._hasVertexDeformation = false;
this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax)
this._vertexDeformationTolerance = 0.02;
// RDGE variables
this._shader = null;
this._materialNode = null;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.setName = function(n) {
this._name = n;
};
this.getName = function() {
return this._name;
};
this.setShaderName = function(n) {
this._shaderName = n;
};
this.getShaderName = function() {
return this._shaderName;
};
this.setWorld = function(world) {
this._world = world;
};
this.getWorld = function() {
return this._world;
};
this.getShader = function() {
return this._shader;
};
this.getMaterialNode = function() {
return this._materialNode;
};
// a material can be animated or not. default is not.
// Any material needing continuous rendering should override this method
this.isAnimated = function() {
return false;
};
this.getTechniqueName = function() {
return 'default'
};
// the vertex shader can apply deformations requiring refinement in
// certain areas.
this.hasVertexDeformation = function() {
return this._hasVertexDeformation;
};
this.getVertexDeformationRange = function() {
return this._vertexDeformationRange.slice();
};
this.getVertexDeformationTolerance = function() {
return this._vertexDeformationTolerance;
};
///////////////////////////////////////////////////////////////////////
// Common Material Methods
///////////////////////////////////////////////////////////////////////
this.getProperty = function( propName ) {
return this._propValues[propName];
};
this.getPropertyCount = function() {
return this._propNames.length;
};
this.getPropertyAtIndex = function( index ) {
var rtnArr = [];
if ((index < 0) || (index >= this.getPropertyCount())) {
throw new Error( "property index " + index + " is out of range for material" );
}
return [ this._propNames[index], this._propLabels[index], this._propTypes[index], this._propValues[index] ];
};
this.getAllProperties = function( propNames, propValues, propTypes, propLabels) {
// clear all the input arrays if there is junk in them
propNames.length = 0;
propValues.length = 0;
propTypes.length = 0;
propLabels.length = 0;
var nProps = this._propNames.length;
for (var i=0; i= 4));
break;
case "vector2d":
rtnVal = ((valType == "object") && (value.length >= 2));
break;
case "vector3d":
rtnVal = ((valType == "object") && (value.length >= 3));
break;
case "angle":
case "float":
rtnVal = (valType == "number");
break;
case "file":
rtnVal = ((valType == "string") || !value);
break;
}
break;
}
}
}
catch(e) {
console.log( "setting invalid material property: " + prop + ", value: " + value );
}
// if (!rtnVal && (prop != 'color')) {
// console.log( "invalid material property: " + prop + " : " + value );
// }
return rtnVal;
};
this.setProperty = function( prop, value )
{
var ok = this.validateProperty( prop, value );
if (!ok && (prop != 'color')) {
//console.log( "invalid property in Material:" + prop + " : " + value );
return;
}
// get the technique if the shader is instantiated
var technique;
var material = this._materialNode;
if (material) technique = material.shaderProgram[this.getTechniqueName()];
switch (this.getPropertyType(prop))
{
case "angle":
case "float":
this._propValues[prop] = value;
if (technique) technique[prop].set( [value] );
break;
case "file":
this._propValues[prop] = value.slice();
if (technique)
{
var glTex = new Texture( this.getWorld(), value );
this._glTextures[prop] = glTex;
glTex.render();
var tex = glTex.getTexture();
if (tex) technique[prop].set( tex );
}
break;
case "color":
case "vector2d":
case "vector3d":
this._propValues[prop] = value.slice();
if (technique) technique[prop].set( value );
break;
}
};
this.setShaderValues = function()
{
var material = this._materialNode;
if (material)
{
var technique = material.shaderProgram[this.getTechniqueName()];
if (technique)
{
var n = this.getPropertyCount();
for (var i=0; i