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/* <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 Material = require("js/lib/rdge/materials/material").Material;
///////////////////////////////////////////////////////////////////////
// Class GLMaterial
// RDGE representation of a material.
///////////////////////////////////////////////////////////////////////
var FlatMaterial = function FlatMaterial()
{
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._name = "FlatMaterial";
this._shaderName = "flat";
this._color = [1, 0, 0, 1];
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getShaderName = function () { return this._shaderName; };
this.isAnimated = function () { return false; };
this.getTechniqueName = function() { return 'colorMe' };
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.init = function (world)
{
// save the world
if (world) {
this.setWorld(world);
// set up the shader
this._shader = new RDGE.jshader();
this._shader.def = flatShaderDef;
this._shader.init();
// set up the material node
this._materialNode = RDGE.createMaterialNode("flatMaterial_" + world.generateUniqueNodeID());
this._materialNode.setShader(this._shader);
this.setShaderValues();
}
else
throw new Error("GLWorld not supplied to material initialization");
};
///////////////////////////////////////////////////////////////////////
// Material Property Accessors
///////////////////////////////////////////////////////////////////////
this._propNames = ["color"];
this._propLabels = ["Color"];
this._propTypes = ["color"];
this._propValues = [];
this._propValues[this._propNames[0]] = this._color;
};
///////////////////////////////////////////////////////////////////////////////////////
// RDGE shader
// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
flatShaderDef =
{
'shaders': { // shader files
'defaultVShader':"assets/shaders/Basic.vert.glsl",
'defaultFShader':"assets/shaders/Basic.frag.glsl"
},
'techniques': { // rendering control
'colorMe':[ // simple color pass
{
'vshader' : 'defaultVShader',
'fshader' : 'defaultFShader',
// attributes
'attributes' :
{
'vert' : { 'type' : 'vec3' },
'normal' : { 'type' : 'vec3' },
'texcoord' : { 'type' : 'vec2' }
},
// attributes
'params' :
{
'color' : { 'type' : 'vec4' }
}
}
]
}
};
FlatMaterial.prototype = new Material();
if (typeof exports === "object") {
exports.FlatMaterial = FlatMaterial;
}
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