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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 MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
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.getColor = function() { return this._color; };
this.getShaderName = function() { return this._shaderName; };
this.isAnimated = function() { return false; };
this.hasVertexDeformation = function() { return true; };
this._hasVertexDeformation = true;
this._vertexDeformationTolerance = 0.2;
//////////////////////////////////s/////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
// duplcate method requirde
this.dup = function() { return new FlatMaterial(); } ;
this.init = function( world )
{
// save the world
if (world)
{
this.setWorld( world );
// set up the shader
this._shader = new jshader();
this._shader.def = flatShaderDef;
this._shader.init();
// set the defaults
this._shader.colorMe.color.set( this.getColor() );
// set up the material node
this._materialNode = createMaterialNode("flatMaterial_" + world.generateUniqueNodeID() );
this._materialNode.setShader(this._shader);
}
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;
this.setProperty = function( prop, value ) {
// make sure we have legitimate input
if (this.validateProperty( prop, value )) {
this._propValues[prop] = value;
if (this._shader && this._shader.colorMe) {
this._shader.colorMe[prop].set(value);
}
}
};
///////////////////////////////////////////////////////////////////////
this.export = function()
{
// this function should be overridden by subclasses
var exportStr = "material: " + this.getShaderName() + "\n";
exportStr += "name: " + this.getName() + "\n";
exportStr += "color: " + String(this._propValues["color"]) + "\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 )
{
};
};
///////////////////////////////////////////////////////////////////////////////////////
// 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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