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author | Pierre Frisch | 2011-12-22 07:25:50 -0800 |
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committer | Valerio Virgillito | 2012-01-27 11:18:17 -0800 |
commit | b89a7ee8b956c96a1dcee995ea840feddc5d4b27 (patch) | |
tree | 0f3136ab0ecdbbbed6a83576581af0a53124d6f1 /js/helper-classes/RDGE/Materials/BumpMetalMaterial.js | |
parent | 2401f05d1f4b94d45e4568b81fc73e67b969d980 (diff) | |
download | ninja-b89a7ee8b956c96a1dcee995ea840feddc5d4b27.tar.gz |
First commit of Ninja to ninja-internal
Signed-off-by: Valerio Virgillito <rmwh84@motorola.com>
Diffstat (limited to 'js/helper-classes/RDGE/Materials/BumpMetalMaterial.js')
-rw-r--r-- | js/helper-classes/RDGE/Materials/BumpMetalMaterial.js | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js new file mode 100644 index 00000000..0aa3ee78 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js | |||
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1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | /////////////////////////////////////////////////////////////////////// | ||
9 | // Class GLMaterial | ||
10 | // RDGE representation of a material. | ||
11 | /////////////////////////////////////////////////////////////////////// | ||
12 | function BumpMetalMaterial() | ||
13 | { | ||
14 | // initialize the inherited members | ||
15 | this.inheritedFrom = GLMaterial; | ||
16 | this.inheritedFrom(); | ||
17 | |||
18 | /////////////////////////////////////////////////////////////////////// | ||
19 | // Instance variables | ||
20 | /////////////////////////////////////////////////////////////////////// | ||
21 | this._name = "BumpMetalMaterial"; | ||
22 | this._shaderName = "bumpMetal"; | ||
23 | |||
24 | this._lightDiff = [0.3, 0.3, 0.3, 1.0]; | ||
25 | this._diffuseTexture = "metal"; | ||
26 | this._specularTexture = "silver"; | ||
27 | this._normalTexture = "normalMap"; | ||
28 | |||
29 | /////////////////////////////////////////////////////////////////////// | ||
30 | // Property Accessors | ||
31 | /////////////////////////////////////////////////////////////////////// | ||
32 | this.getName = function() { return this._name; } | ||
33 | this.getShaderName = function() { return this._shaderName; } | ||
34 | |||
35 | this.getLightDiff = function() { return this._lightDiff; } | ||
36 | this.setLightDiff = function(ld) { this._lightDiff = ld; | ||
37 | if (this._shader && this._shader.default) | ||
38 | this._shader.default.u_light0Diff.set( ld ); } | ||
39 | |||
40 | this.getDiffuseTexture = function() { return this._diffuseTexture; } | ||
41 | this.setDiffuseTexture = function(dt) { this._diffuseTexture = dt; | ||
42 | if (this._materialNode) this._materialNode.setDiffuseTexture( dt ); } | ||
43 | |||
44 | this.getSpecularTexture = function() { return this._specularTexture; } | ||
45 | this.setSpecularTexture = function(st) { this._specularTexture = st; | ||
46 | if (this._materialNode) this._materialNode.setSpecularTexture( st ); } | ||
47 | |||
48 | this.getNormalTexture = function() { return this._normalTexture; } | ||
49 | this.setNormalTexture = function(nt) { this._normalTexture = nt; | ||
50 | if (this._materialNode) this._materialNode.setNormalTexture( nt ); } | ||
51 | |||
52 | /////////////////////////////////////////////////////////////////////// | ||
53 | // Material Property Accessors | ||
54 | /////////////////////////////////////////////////////////////////////// | ||
55 | this._propNames = ["lightDiff", "diffuseMap", "normalMap", "specularMap"]; | ||
56 | this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map"]; | ||
57 | this._propTypes = ["color", "file", "file", "file"]; | ||
58 | this._propValues = []; | ||
59 | |||
60 | this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); | ||
61 | this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); | ||
62 | this._propValues[ this._propNames[2] ] = this._specularTexture.slice(0); | ||
63 | this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0); | ||
64 | |||
65 | // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" | ||
66 | this.setProperty = function( prop, value ) | ||
67 | { | ||
68 | // every material should do something with the "color" property | ||
69 | if (prop === "color") prop = "lightDiff"; | ||
70 | |||
71 | // make sure we have legitimate imput | ||
72 | var ok = this.validateProperty( prop, value ); | ||
73 | if (!ok) | ||
74 | { | ||
75 | console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value ); | ||
76 | return; | ||
77 | } | ||
78 | |||
79 | switch (prop) | ||
80 | { | ||
81 | case "lightDiff": this.setLightDiff( value ); break; | ||
82 | case "diffuseTexture": this.setDiffuseTexture( value ); break; | ||
83 | case "specularTexture": this.setSpecularTexture( value ); break; | ||
84 | case "normalMap": this.setNormalTexture( value ); break; | ||
85 | |||
86 | default: | ||
87 | console.log( "invalid property to Bump Metal Material: " + prop + ", value: " + value ); | ||
88 | break; | ||
89 | } | ||
90 | } | ||
91 | |||
92 | /////////////////////////////////////////////////////////////////////// | ||
93 | // Methods | ||
94 | /////////////////////////////////////////////////////////////////////// | ||
95 | // duplcate method requirde | ||
96 | this.dup = function() { return new BumpMetalMaterial(); } | ||
97 | |||
98 | this.init = function() | ||
99 | { | ||
100 | // set up the shader | ||
101 | this._shader = new jshader(); | ||
102 | this._shader.def = bumpMetalMaterialDef; | ||
103 | this._shader.init(); | ||
104 | this._shader.default.u_light0Diff.set( this.getLightDiff() ); | ||
105 | |||
106 | // set up the material node | ||
107 | this._materialNode = createMaterialNode( this.getShaderName() ); | ||
108 | this._materialNode.setShader(this._shader); | ||
109 | |||
110 | // set some image maps | ||
111 | this._materialNode.setDiffuseTexture( this.getDiffuseTexture() ); | ||
112 | this._materialNode.setSpecTexture( this.getSpecularTexture() ); | ||
113 | this._materialNode.setNormalTexture( this.getNormalTexture() ); | ||
114 | } | ||
115 | |||
116 | this.export = function() | ||
117 | { | ||
118 | // every material needs the base type and instance name | ||
119 | var exportStr = "material: " + this.getShaderName() + "\n"; | ||
120 | exportStr += "name: " + this.getName() + "\n"; | ||
121 | |||
122 | exportStr += "lightDiff: " + this.getLightDiff() + "\n"; | ||
123 | exportStr += "diffuseTexture: " + this.getDiffuseTexture() + "\n"; | ||
124 | exportStr += "specularTexture: " + this.getSpecularTexture() + "\n"; | ||
125 | exportStr += "normalTexture: " + this.getNormalTexture() + "\n"; | ||
126 | |||
127 | // every material needs to terminate like this | ||
128 | exportStr += "endMaterial\n"; | ||
129 | |||
130 | return exportStr; | ||
131 | } | ||
132 | |||
133 | this.import = function( importStr ) | ||
134 | { | ||
135 | var pu = new ParseUtils( importStr ); | ||
136 | var material = pu.nextValue( "material: " ); | ||
137 | if (material != this.getShaderName()) throw new Error( "ill-formed material" ); | ||
138 | this.setName( pu.nextValue( "name: ") ); | ||
139 | |||
140 | var rtnStr; | ||
141 | try | ||
142 | { | ||
143 | var lightDiff = eval( "[" + pu.nextValue( "lightDiff: " ) + "]" ), | ||
144 | dt = pu.nextValue( "diffuseTexture: " ), | ||
145 | st = pu.nextValue( "specularTexture: " ), | ||
146 | nt = pu.nextValue( "normalTexture: " ); | ||
147 | |||
148 | this.setProperty( "lightDiff", lightDif); | ||
149 | this.setProperty( "diffuseTexture", dt ); | ||
150 | this.setProperty( "specularTexture", st ); | ||
151 | this.setProperty( "normalTexture", nt ); | ||
152 | |||
153 | var endKey = "endMaterial\n"; | ||
154 | var index = importStr.indexOf( endKey ); | ||
155 | index += endKey.length; | ||
156 | rtnStr = importStr.substr( index ); | ||
157 | } | ||
158 | catch (e) | ||
159 | { | ||
160 | throw new Error( "could not import material: " + importStr ); | ||
161 | } | ||
162 | |||
163 | return rtnStr; | ||
164 | } | ||
165 | } | ||
166 | |||
167 | /////////////////////////////////////////////////////////////////////////////////////// | ||
168 | // RDGE shader | ||
169 | |||
170 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | ||
171 | var bumpMetalMaterialDef = | ||
172 | bumpMetalShaderDef = | ||
173 | { | ||
174 | 'shaders': | ||
175 | { | ||
176 | // this shader is being referenced by file | ||
177 | 'defaultVShader':"assets/shaders/test_vshader.glsl", | ||
178 | 'defaultFShader':"assets/shaders/test_fshader.glsl", | ||
179 | |||
180 | // this shader is inline | ||
181 | 'dirLightVShader': "\ | ||
182 | uniform mat4 u_mvMatrix;\ | ||
183 | uniform mat4 u_normalMatrix;\ | ||
184 | uniform mat4 u_projMatrix;\ | ||
185 | uniform mat4 u_worldMatrix;\ | ||
186 | attribute vec3 a_pos;\ | ||
187 | attribute vec3 a_nrm;\ | ||
188 | varying vec3 vNormal;\ | ||
189 | varying vec3 vPos;\ | ||
190 | void main() {\ | ||
191 | vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ | ||
192 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ | ||
193 | vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ | ||
194 | }", | ||
195 | 'dirLightFShader': "\ | ||
196 | precision highp float;\ | ||
197 | uniform vec4 u_light1Diff;\ | ||
198 | uniform vec3 u_light1Pos;\ | ||
199 | uniform vec4 u_light2Diff;\ | ||
200 | uniform vec3 u_light2Pos;\ | ||