/* 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 // GL representation of a material. /////////////////////////////////////////////////////////////////////// var Material = function GLMaterial( world ) { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "GLMaterial"; this._shaderName = "undefined"; // keep a reference to the owning GLWorld this._world = null; if(world) { this._world = world; } this._shininess = 60; this._ambient = [0.0, 0.0, 0.0, 1.0]; this._diffuse = [0.0, 0.0, 0.0, 1.0]; this._specular = [0.0, 0.0, 0.0, 1.0]; this._texture = null; // 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; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getShininess = function() { return this._shininess; }; this.setShininess = function(s) { this._shininess = s; }; 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.setAmbient = function(r, g, b, a) { this._ambient = [r, g, b, a]; }; this.getAmbient = function() { return [this._ambient[0], this._ambient[1], this._ambient[2], this._ambient[3]]; }; this.setDiffuse = function(r, g, b, a) { this._diffuse = [r, g, b, a]; }; this.getDiffuse = function() { return [this._diffuse[0], this._diffuse[1], this._diffuse[2], this._diffuse[3]]; }; this.setSpecular = function(r, g, b, a) { this._specular = [r, g, b, a]; }; this.getSpecular = function() { return [this._specular[0], this._specular[1], this._specular[2], this._specular[3]]; }; 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; }; // 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 "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) { console.log( "invalid material property: " + prop + " : " + value ); } return rtnVal; }; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method required by sub class this.dup = function() { throw new Error( "Material.dup() must be overridden by subclass" ); }; this.init = function( world ) { throw new Error( "Material.init() must be overridden by subclass" ); }; this.update = function( time ) { // animated materials should implement the update method }; this.registerTexture = function( texture ) { // the world needs to know about the texture map var world = this.getWorld(); if (!world) { console.log( "**** world not defined for registering texture map: " + texture.lookUpName ); } else { world.textureToLoad( texture ); } }; this.loadTexture = function( texMapName, wrap, mips ) { var tex; var world = this.getWorld(); if (!world) { console.log( "world not defined for material with texture map" ); } else { var renderer = world.getRenderer(); tex = renderer.getTextureByName(texMapName, wrap, mips ); this.registerTexture( tex ); } return tex; }; /* this.setRenderProperties = function( glContext, shaderProgram ) { glContext.uniform1f( shaderProgram.materialShininessUniform, this._shininess ); if (this._texture) this.prepareTextureForRender( 0 ); else glContext.uniform1i( shaderProgram.useTextureUniform, false ); var amb = this._ambient, diff = this._diffuse, spec = this._specular; glContext.uniform4f( shaderProgram.materialAmbientUniform, amb[0], amb[1], amb[2], amb[3]); glContext.uniform4f( shaderProgram.materialDiffuseUniform, diff[0], diff[1], diff[2], diff[3]); glContext.uniform4f( shaderProgram.materialSpecularUniform, spec[0], spec[1], spec[2], spec[3]); } this.prepareTextureForRender = function ( index ) { // we will need to be able to handle multiple textures. // currently only dealing with 1. index = 0; var texture = this._texture; var gl = this.getWorld().getGLContext(); var shaderProgram = this.getWorld().getShaderProgram(); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, texture); gl.uniform1i(shaderProgram.samplerUniform, 0); gl.uniform1i( shaderProgram.useTextureUniform, true ); } this.textureLoadHandler = function (event) { var texture = this._texture; var gl = this._world.getGLContext(); var shaderProgram = this._world.getShaderProgram(); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); // gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.bindTexture(gl.TEXTURE_2D, null); this._material._texture = this._texture; this._world.render(); } this.loadTexture = function( path ) { var gl = this.getWorld().getGLContext(); var tex = gl.createTexture(); tex.image = new Image(); tex.image._world = this._world; tex.image._material = this; tex.image._texture = tex; tex.image.onload = this.textureLoadHandler; tex.image.src = path; } */ }; if (typeof exports === "object") { exports.Material = Material; }