/* 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 = 0.1; // RDGE variables this._shader = null; this._materialNode = null; // vertex deformation variables this._hasVertexDeformation = false; this._vertexDeformationRange = [0, 0, 1, 1]; // (xMin, yMin, xMax, yMax) this._vertexDeformationTolerance = 0.02; /////////////////////////////////////////////////////////////////////// // 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