/* <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; var RadialGradientMaterial = function RadialGradientMaterial() { /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "RadialGradientMaterial"; this._shaderName = "radialGradient"; this._color1 = [1,0,0,1]; this._color2 = [0,1,0,1]; this._color3 = [0,0,1,1]; this._color4 = [0,1,1,1]; this._colorStop1 = 0.0; this._colorStop2 = 0.3; this._colorStop3 = 0.6; this._colorStop4 = 1.0; // this._colorCount = 4; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getName = function() { return this._name; }; this.getShaderName = function() { return this._shaderName; }; this.getColor1 = function() { return this._color1; }; this.setColor1 = function(c) { this._color1 = c.slice(); if (this._shader && this._shader['default']) { this._shader['default'].u_color1.set(c); } }; this.getColor2 = function() { return this._color2; }; this.setColor2 = function(c) { this._color2 = c.slice(); if (this._shader && this._shader['default']) { this._shader['default'].u_color2.set(c); } }; this.getColor3 = function() { return this._color3; }; this.setColor3 = function(c) { this._color3 = c.slice(); if (this._shader && this._shader['default']) { this._shader['default'].u_color3.set(c); } }; this.getColor4 = function() { return this._color4; }; this.setColor4 = function(c) { this._color4 = c.slice(); if (this._shader && this._shader['default']) { this._shader['default'].u_color4.set(c); } }; this.getColorStop1 = function() { return this._colorStop1; }; this.setColorStop1 = function(s) { this._colorStop1 = s; if (this._shader && this._shader['default']) { this._shader['default'].u_colorStop1.set([s]); } }; this.getColorStop2 = function() { return this._colorStop2; }; this.setColorStop2 = function(s) { this._colorStop2 = s; if (this._shader && this._shader['default']) { this._shader['default'].u_colorStop2.set([s]); } }; this.getColorStop3 = function() { return this._colorStop3; }; this.setColorStop3 = function(s) { this._colorStop3 = s; if (this._shader && this._shader['default']) { this._shader['default'].u_colorStop3.set([s]); } }; this.getColorStop4 = function() { return this._colorStop4; }; this.setColorStop4 = function(s) { this._colorStop4 = s; if (this._shader && this._shader['default']) { this._shader['default'].u_colorStop4.set([s]); } }; this.getColorCount = function() { return this._colorCount; }; this.setColorCount = function(c) { this._colorCount = c; if (this._shader && this._shader['default']) { this._shader['default'].u_colorCount.set([c]); } }; this.isAnimated = function() { return false; }; /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["color1", "color2", "color3", "color4", "colorStop1", "colorStop2", "colorStop3", "colorStop4", "angle"]; this._propLabels = ["Color 1", "Color 2", "Color 3", "Color 4", "Color Stop 1", "Color Stop 2", "Color Stop 3", "Color Stop 4", "Angle"]; this._propTypes = ["color", "color", "color", "color", "float", "float", "float", "float", "float"]; this._propValues = []; this._propValues[ this._propNames[0] ] = this._color1.slice(0); this._propValues[ this._propNames[1] ] = this._color2.slice(0); this._propValues[ this._propNames[2] ] = this._color3.slice(0); this._propValues[ this._propNames[3] ] = this._color4.slice(0); this._propValues[ this._propNames[4] ] = this._colorStop1; this._propValues[ this._propNames[5] ] = this._colorStop2; this._propValues[ this._propNames[6] ] = this._colorStop3; this._propValues[ this._propNames[7] ] = this._colorStop4; this.setProperty = function( prop, value ) { if (prop === "color") prop = "color1"; // make sure we have legitimate imput var ok = this.validateProperty( prop, value ); if (!ok) { console.log( "invalid property in Radial Gradient Material:" + prop + " : " + value ); } switch (prop) { case "color1": this.setColor1( value ); break; case "color2": this.setColor2( value ); break; case "color3": this.setColor3( value ); break; case "color4": this.setColor4( value ); break; case "colorStop1": this.setColorStop1( value ); break; case "colorStop2": this.setColorStop2( value ); break; case "colorStop3": this.setColorStop3( value ); break; case "colorStop4": this.setColorStop4( value ); break; case "angle": this.setAngle( value ); break; } //this.updateValuesInShader(); }; /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function() { return new RadialGradientMaterial(); }; this.init = function( world ) { this.setWorld( world ); // set up the shader this._shader = new jshader(); this._shader.def = radialGradientMaterialDef; this._shader.init(); // set up the material node this._materialNode = createMaterialNode("radialGradientMaterial" + "_" + world.generateUniqueNodeID()); this._materialNode.setShader(this._shader); // set the shader values in the shader this.updateValuesInShader(); }; this.updateValuesInShader = function() { if (this._shader && this._shader['default']) { //this._shader['default'].u_colorCount.set( [4] ); var c; c = this.getColor1(); this._shader['default'].u_color1.set( c ); c = this.getColor2(); this._shader['default'].u_color2.set( c ); c = this.getColor3(); this._shader['default'].u_color3.set( c ); c = this.getColor4(); this._shader['default'].u_color4.set( c ); var s; s = this.getColorStop1(); this._shader['default'].u_colorStop1.set( [s] ); s = this.getColorStop2(); this._shader['default'].u_colorStop2.set( [s] ); s = this.getColorStop3(); this._shader['default'].u_colorStop3.set( [s] ); s = this.getColorStop4(); this._shader['default'].u_colorStop4.set( [s] ); } }; this.export = function() { // every material needs the base type and instance name var exportStr = "material: " + this.getShaderName() + "\n"; exportStr += "name: " + this.getName() + "\n"; exportStr += "color1: " + this.getColor1() + "\n"; exportStr += "color2: " + this.getColor2() + "\n"; exportStr += "color3: " + this.getColor3() + "\n"; exportStr += "color4: " + this.getColor4() + "\n"; exportStr += "colorStop1: " + this.getColorStop1() + "\n"; exportStr += "colorStop2: " + this.getColorStop2() + "\n"; exportStr += "colorStop3: " + this.getColorStop3() + "\n"; exportStr += "colorStop4: " + this.getColorStop4() + "\n"; // every material needs to terminate like this exportStr += "endMaterial\n"; return exportStr; }; this.import = function( importStr ) { var pu = new MaterialParser( importStr ); var material = pu.nextValue( "material: " ); if (material != this.getShaderName()) throw new Error( "ill-formed material" ); this.setName( pu.nextValue( "name: ") ); var rtnStr; try { var color1 = eval( "[" + pu.nextValue( "color1: " ) + "]" ), color2 = eval( "[" + pu.nextValue( "color2: " ) + "]" ), color3 = eval( "[" + pu.nextValue( "color3: " ) + "]" ), color4 = eval( "[" + pu.nextValue( "color4: " ) + "]" ), colorStop1 = Number(pu.nextValue( "colorStop1: " )), colorStop2 = Number(pu.nextValue( "colorStop2: " )), colorStop3 = Number(pu.nextValue( "colorStop3: " )), colorStop4 = Number(pu.nextValue( "colorStop4: " )); this.setProperty( "color1", color1 ); this.setProperty( "color2", color2 ); this.setProperty( "color3", color3 ); this.setProperty( "color4", color4 ); this.setProperty( "colorStop1", colorStop1 ); this.setProperty( "colorStop2", colorStop2 ); this.setProperty( "colorStop3", colorStop3 ); this.setProperty( "colorStop4", colorStop4 ); var endKey = "endMaterial\n"; var index = importStr.indexOf( endKey ); index += endKey.length; rtnStr = importStr.substr( index ); } catch (e) { throw new Error( "could not import material: " + importStr ); } return rtnStr; } }; /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) var radialGradientMaterialDef = {'shaders': { 'defaultVShader':"assets/shaders/radialGradient.vert.glsl", 'defaultFShader':"assets/shaders/radialGradient.frag.glsl" }, 'techniques': { 'default': [ { 'vshader' : 'defaultVShader', 'fshader' : 'defaultFShader', // attributes 'attributes' : { 'vert' : { 'type' : 'vec3' }, 'normal' : { 'type' : 'vec3' }, 'texcoord' : { 'type' : 'vec2' } }, // parameters 'params' : { 'u_color1' : { 'type' : 'vec4' }, 'u_color2' : { 'type' : 'vec4' }, 'u_color3' : { 'type' : 'vec4' }, 'u_color4' : { 'type' : 'vec4' }, 'u_colorStop1': { 'type' : 'float' }, 'u_colorStop2': { 'type' : 'float' }, 'u_colorStop3': { 'type' : 'float' }, 'u_colorStop4': { 'type' : 'float' } //'u_colorCount': {'type' : 'int' } }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] } } ] } }; RadialGradientMaterial.prototype = new Material(); if (typeof exports === "object") { exports.RadialGradientMaterial = RadialGradientMaterial; }