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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> */
///////////////////////////////////////////////////////////////////////
// MaterialsLibrary module -- Contains an array of GLMaterials.
///////////////////////////////////////////////////////////////////////
var Montage = require("montage/core/core").Montage,
Component = require("montage/ui/component").Component,
AppModel = require("js/models/app-model").AppModel;
var MaterialParser = require("js/lib/rdge/materials/material-parser").MaterialParser;
var FlatMaterial = require("js/lib/rdge/materials/flat-material").FlatMaterial;
var LinearGradientMaterial = require("js/lib/rdge/materials/linear-gradient-material").LinearGradientMaterial;
var RadialGradientMaterial = require("js/lib/rdge/materials/radial-gradient-material").RadialGradientMaterial;
var BumpMetalMaterial = require("js/lib/rdge/materials/bump-metal-material").BumpMetalMaterial;
var UberMaterial = require("js/lib/rdge/materials/uber-material").UberMaterial;
//var CloudMaterial = require("js/lib/rdge/materials/cloud-material").CloudMaterial;
var RadialBlurMaterial = require("js/lib/rdge/materials/radial-blur-material").RadialBlurMaterial;
var RaidersMaterial = require("js/lib/rdge/materials/radial-blur-material").RaidersMaterial;
var PlasmaMaterial = require("js/lib/rdge/materials/plasma-material").PlasmaMaterial;
var PulseMaterial = require("js/lib/rdge/materials/pulse-material").PulseMaterial;
var TunnelMaterial = require("js/lib/rdge/materials/tunnel-material").TunnelMaterial;
var ReliefTunnelMaterial = require("js/lib/rdge/materials/relief-tunnel-material").ReliefTunnelMaterial;
var FlagMaterial = require("js/lib/rdge/materials/flag-material").FlagMaterial;
var SquareTunnelMaterial = require("js/lib/rdge/materials/square-tunnel-material").SquareTunnelMaterial;
var FlyMaterial = require("js/lib/rdge/materials/fly-material").FlyMaterial;
var WaterMaterial = require("js/lib/rdge/materials/water-material").WaterMaterial;
//var ParisMaterial = require("js/lib/rdge/materials/water-material").ParisMaterial;
var ZInvertMaterial = require("js/lib/rdge/materials/z-invert-material").ZInvertMaterial;
var DeformMaterial = require("js/lib/rdge/materials/deform-material").DeformMaterial;
var StarMaterial = require("js/lib/rdge/materials/star-material").StarMaterial;
var TwistMaterial = require("js/lib/rdge/materials/twist-material").TwistMaterial;
var TwistVertMaterial = require("js/lib/rdge/materials/twist-vert-material").TwistVertMaterial;
var TaperMaterial = require("js/lib/rdge/materials/taper-material").TaperMaterial;
var JuliaMaterial = require("js/lib/rdge/materials/julia-material").JuliaMaterial;
var KeleidoscopeMaterial = require("js/lib/rdge/materials/keleidoscope-material").KeleidoscopeMaterial;
var MandelMaterial = require("js/lib/rdge/materials/mandel-material").MandelMaterial;
exports.MaterialsModel = Montage.create(Component, {
hasTemplate: {
value: false
},
deserializedFromTemplate: {
value: function() {
// Load all the materials
this.addMaterial(new FlatMaterial());
this.addMaterial(new BumpMetalMaterial());
//this.addMaterial(new CloudMaterial());
this.addMaterial(new DeformMaterial());
this.addMaterial(new FlagMaterial());
this.addMaterial(new FlyMaterial());
this.addMaterial(new JuliaMaterial());
this.addMaterial(new KeleidoscopeMaterial());
this.addMaterial(new LinearGradientMaterial());
this.addMaterial(new MandelMaterial());
this.addMaterial(new PlasmaMaterial());
this.addMaterial(new PulseMaterial());
//this.addMaterial(new ParisMaterial());
this.addMaterial(new RadialGradientMaterial());
this.addMaterial(new RadialBlurMaterial());
this.addMaterial(new RaidersMaterial());
this.addMaterial(new ReliefTunnelMaterial());
this.addMaterial(new SquareTunnelMaterial());
this.addMaterial(new StarMaterial());
this.addMaterial(new TaperMaterial());
this.addMaterial(new TunnelMaterial());
this.addMaterial(new TwistMaterial());
this.addMaterial(new TwistVertMaterial());
this.addMaterial(new UberMaterial());
this.addMaterial(new WaterMaterial());
this.addMaterial(new ZInvertMaterial());
}
},
_materials : {
value: AppModel.materials
},
materials : {
get: function() {
return this._materials;
}
},
addMaterial: {
value: function (material) {
this._materials.push(material);
}
},
addMaterialAt: {
value: function (material, index) {
this._materials.splice(index, 0, material);
}
},
removeMaterialAt: {
value: function (index) {
return this._materials.splice(index, 1);
}
},
removeMaterial: {
value: function (materialName) {
var index = this.getIndexOfMaterial(materialName);
if(index !== -1) {
return this.removeMaterialAt(index);
}
}
},
getMaterialAt: {
value: function (index) {
return this._materials[index];
}
},
getMaterial: {
value: function (materialName) {
var index = this.getIndexOfMaterial(materialName);
if(index !== -1) {
return this._materials[index];
}
}
},
getMaterialByShader:
{
value: function( shaderName )
{
var index = this.getIndexOfMaterialByShader( shaderName );
if (index >= 0)
return this._materials[index];
}
},
getIndexOfMaterialByShader: {
value: function (shaderName) {
var len = this._materials.length;
for(var i=0; i<len; i++) {
var material = this._materials[i];
if(material.getShaderName() === shaderName) {
return i;
}
}
return -1;
}
},
getIndexOfMaterial: {
value: function (materialName) {
var len = this._materials.length;
for(var i=0; i<len; i++) {
var material = this._materials[i];
if(material.getName() === materialName) {
return i;
}
}
return -1;
}
},
clearAllMaterials: {
value: function() {
this._materials = [];
}
},
exportFlatMaterial: {
value: function() {
return new FlatMaterial();
}
},
getDefaultMaterialName: {
value: function() {
return "FlatMaterial";
}
},
exportMaterials: {
value: function()
{
var matArray = [];
var nMats = this._materials.length;
for (var i=0; i<nMats; i++) {
var material = this._materials[i];
var matObj = material.exportJSON();
matArray.push( matObj );
}
var jObj =
{
'materialLibrary': 1.0,
'materials': matArray
};
// prepend an identifiable string to aid parsing when the
// material model is loaded.
var jStr = "materialLibrary;" + JSON.stringify( jObj );
return jStr;
}
},
createMaterialByShaderName:
{
value: function(shaderName)
{
var mat;
switch (shaderName)
{
case "flat": mat = new FlatMaterial(); break;
case "linearGradient": mat = new LinearGradientMaterial(); break;
case "radialGradient": mat = new RadialGradientMaterial(); break;
case "bumpMetal": mat = new BumpMetalMaterial(); break;
case "uber": mat = new UberMaterial(); break;
//case "cloud": mat = new CloudMaterial(); break;
case "taper": mat = new TaperMaterial(); break;
case "twistVert": mat = new TwistVertMaterial(); break;
case "radialBlur": mat = new RadialBlurMaterial(); break;
case "plasma": mat = new PlasmaMaterial(); break;
case "pulse": mat = new PulseMaterial(); break;
case "tunnel": mat = new TunnelMaterial(); break;
case "reliefTunnel": mat = new ReliefTunnelMaterial(); break;
case "squareTunnel": mat = new SquareTunnelMaterial(); break;
case "flag": mat = new FlagMaterial(); break;
case "fly": mat = new FlyMaterial(); break;
case "water": mat = new WaterMaterial(); break;
//case "paris": mat = new ParisMaterial(); break;
case "raiders": mat = new RaidersMaterial(); break;
case "zinvert": mat = new ZInvertMaterial(); break;
case "deform": mat = new DeformMaterial(); break;
case "star": mat = new StarMaterial(); break;
case "twist": mat = new TwistMaterial(); break;
case "julia": mat = new JuliaMaterial(); break;
case "keleidoscope": mat = new KeleidoscopeMaterial(); break;
case "mandel": mat = new MandelMaterial(); break;
default:
console.log( "Unrecognized shader name: " + shaderName );
break;
}
return mat;
}
},
importMaterials: {
value: function( jObj )
{
// make sure we have some materials to import before doing anything
var matArray = jObj.materials;
if (!matArray) return;
// we replace allmaterials, so remove anything
// that is currently there.
this.clearAllMaterials();
var nMats = matArray.length;
for (var i=0; i<nMats; i++)
{
var jMatObj = matArray[i];
var type = jMatObj.material;
var mat = this.createMaterialByShaderName( type );
if (mat) {
importStr = mat.importJSON( jMatObj );
this.addMaterial( mat );
}
}
return;
}
}
});
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