/* <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; /////////////////////////////////////////////////////////////////////// // Class GLMaterial // RDGE representation of a material. /////////////////////////////////////////////////////////////////////// function TwistVertMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "TwistVertMaterial"; this._shaderName = "twistVert"; this._color = [1,0,0,1]; this._tex0 = 'assets/images/rocky-normal.jpg'; this._tex1 = 'assets/images/metal.png'; this._angle = 0.0; this._deltaTime = 0.01; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getColor = function() { return this._color; } this.getShaderName = function() { return this._shaderName; } this.isAnimated = function() { return true; } this.hasVertexDeformation = function() { return this._hasVertexDeformation; } this._hasVertexDeformation = true; this._vertexDeformationTolerance = 0.02; // should be a property /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// // duplcate method requirde this.dup = function() { return new TwistVertMaterial(); } this.init = function() { // set up the shader this._shader = new jshader(); this._shader.def = twistVertShaderDef; this._shader.init(); // set the defaults this._shader.twistMe.color.set( this.getColor() ); // set up the material node this._materialNode = createMaterialNode("twistVertMaterial"); this._materialNode.setShader(this._shader); // initialize the twist vert properties this.updateShaderValues(); } /////////////////////////////////////////////////////////////////////// // Material Property Accessors /////////////////////////////////////////////////////////////////////// this._propNames = ["color", "u_limit1", "u_limit2", "u_center", "u_twistAmount", "u_tex0", "u_tex1" ]; this._propLabels = ["Color", "Minimum Parameter Value", "Center Paramater Value", "Center", "Twist Amount", "Front facing texture map", "Back facing texture map"]; this._propTypes = ["color", "float", "float", "float", "float", "file", "file"]; this._propValues = []; // initialize the property values this._propValues[ this._propNames[0] ] = this._color.slice(); this._propValues[ this._propNames[1] ] = 0.25; this._propValues[ this._propNames[2] ] = 0.75; this._propValues[ this._propNames[3] ] = 0.0; this._propValues[ this._propNames[4] ] = 2.0*Math.PI; this._propValues[ this._propNames[5] ] = this._tex0.slice(); this._propValues[ this._propNames[6] ] = this._tex1.slice(); this.setProperty = function( prop, value ) { // make sure we have legitimate input if (this.validateProperty( prop, value )) { switch (prop) { case "color": case "u_tex1": case "u_tex0": this._propValues[prop] = value.slice(); break; default: this._propValues[prop] = value; break; } this.updateShaderValues(); } } /////////////////////////////////////////////////////////////////////// this.export = function() { // this function should be overridden by subclasses var exportStr = "material: " + this.getShaderName() + "\n"; exportStr += "name: " + this.getName() + "\n"; if (this._shader) exportStr += "color: " + String(this._shader.twistMe.color) + "\n"; else exportStr += "color: " + this.getColor() + "\n"; 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 color = eval( "[" + pu.nextValue( "color: " ) + "]" ); this.setProperty( "color", color); 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; } this.update = function( time ) { if (this._shader && this._shader.twistMe) { var angle = this._angle; angle += this._deltaTime; if (angle > this._propValues[ "u_twistAmount" ]) { angle = this._propValues[ "u_twistAmount" ]; this._deltaTime = -this._deltaTime; } else if (angle < 0.0) { angle = 0; this._deltaTime = -this._deltaTime; } this._angle = angle; this._shader.twistMe["u_twistAmount"].set( [angle] ); } } this.updateShaderValues = function() { if (this._shader && this._shader.twistMe) { var nProps = this._propNames.length; for (var i=0; i<nProps; i++) { var propName = this._propNames[i]; var propValue = this._propValues[propName]; switch (propName) { case "u_tex0": case "u_tex1": case "color": this._shader.twistMe[propName].set( propValue ); break; default: this._shader.twistMe[propName].set( [propValue] ); break; } } } } this.updateTextures = function() { var material = this._materialNode; if (material) { var technique = material.shaderProgram['default']; var renderer = g_Engine.getContext().renderer; if (renderer && technique) { var texMapName = this._propValues[this._propNames[5]]; var wrap = 'REPEAT', mips = true; var tex = this.loadTexture( texMapName, wrap, mips ); if (tex) technique.u_tex0.set( tex ); texMapName = this._propValues[this._propNames[6]]; tex = this.loadTexture( texMapName, wrap, mips ); if (tex) technique.u_tex1.set( tex ); } } } } /////////////////////////////////////////////////////////////////////////////////////// // RDGE shader // shader spec (can also be loaded from a .JSON file, or constructed at runtime) twistVertShaderDef = { 'shaders': { // shader files 'defaultVShader':"assets/shaders/TwistVert.vert.glsl", 'defaultFShader':"assets/shaders/TwistVert.frag.glsl" }, 'techniques': { // rendering control 'twistMe':[ // simple color pass { 'vshader' : 'defaultVShader', 'fshader' : 'defaultFShader', // attributes 'attributes' : { 'vert' : { 'type' : 'vec3' }, 'normal' : { 'type' : 'vec3' }, 'texcoord' : { 'type' : 'vec2' } }, // attributes 'params' : { 'color' : { 'type' : 'vec4' }, 'u_limit1': { 'type': 'float' }, 'u_limit2': { 'type': 'float' }, 'u_limit3': { 'type': 'float' }, 'u_minVal': { 'type': 'float' }, 'u_maxVal': { 'type': 'float' }, 'u_center': { 'type': 'float' }, 'u_twistAmount': { 'type': 'float' } } } ] } };