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author | Eric Guzman | 2012-02-13 10:29:49 -0800 |
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committer | Eric Guzman | 2012-02-13 10:29:49 -0800 |
commit | e4893f7d3c3b9bd7967973197c3ffb5d3a075c91 (patch) | |
tree | f3d4fd9d96ba0dcf846fbf66153fb443bd60f767 /js/helper-classes/RDGE/Materials/StitchMaterial.js | |
parent | ef032412216d437ce1c7dfc9050ab41adf0594c0 (diff) | |
parent | e142611e22718b1f1d1696902ad9161ec5f33f98 (diff) | |
download | ninja-e4893f7d3c3b9bd7967973197c3ffb5d3a075c91.tar.gz |
Merge branch 'refs/heads/master' into TreeComponents
Diffstat (limited to 'js/helper-classes/RDGE/Materials/StitchMaterial.js')
-rw-r--r-- | js/helper-classes/RDGE/Materials/StitchMaterial.js | 119 |
1 files changed, 0 insertions, 119 deletions
diff --git a/js/helper-classes/RDGE/Materials/StitchMaterial.js b/js/helper-classes/RDGE/Materials/StitchMaterial.js deleted file mode 100644 index 44ff3ee7..00000000 --- a/js/helper-classes/RDGE/Materials/StitchMaterial.js +++ /dev/null | |||
@@ -1,119 +0,0 @@ | |||
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 | // GL representation of a material. | ||
11 | /////////////////////////////////////////////////////////////////////// | ||
12 | function StitchMaterial() | ||
13 | { | ||
14 | // initialize the inherited members | ||
15 | this.inheritedFrom = GLMaterial; | ||
16 | this.inheritedFrom(); | ||
17 | |||
18 | /////////////////////////////////////////////////////////////////////// | ||
19 | // Instance variables | ||
20 | /////////////////////////////////////////////////////////////////////// | ||
21 | this._name = "StitchMaterial"; | ||
22 | this._shaderName = "stitch"; | ||
23 | |||
24 | /////////////////////////////////////////////////////////////////////// | ||
25 | // Property Accessors | ||
26 | /////////////////////////////////////////////////////////////////////// | ||
27 | this.getShaderName = function() { return this._shaderName; } | ||
28 | |||
29 | /////////////////////////////////////////////////////////////////////// | ||
30 | // Methods | ||
31 | /////////////////////////////////////////////////////////////////////// | ||
32 | this.dup = function() { return new StitchMaterial(); } | ||
33 | |||
34 | this.init = function() | ||
35 | { | ||
36 | |||
37 | // set up the material node | ||
38 | this._materialNode = createMaterialNode("stitchMaterial") | ||
39 | this._materialNode.setDiffuseTexture("stitchStroke"); | ||
40 | this._materialNode.setSpecTexture("quilt02_E"); | ||
41 | this._materialNode.setNormalTexture("stitchStroke_N"); | ||
42 | |||
43 | // set up the shader | ||
44 | this._shader = new jshader(); | ||
45 | this._shader.def = stitchShaderDef; | ||
46 | this._shader.init(); | ||
47 | this._materialNode.setShader(this._shader); | ||
48 | } | ||
49 | } | ||
50 | |||
51 | /////////////////////////////////////////////////////////////////////////////////////// | ||
52 | // RDGE shaders | ||
53 | /* | ||
54 | * The main shader for the scene | ||
55 | */ | ||
56 | var stitchShaderDef = {'shaders': { | ||
57 | // this shader is being referenced by file | ||
58 | 'defaultVShader':"assets/shaders/quilt_vshader.glsl", | ||
59 | 'defaultFShader':"assets/shaders/quilt_fshader.glsl", | ||
60 | |||
61 | // this shader is inline | ||
62 | 'dirLightVShader': "\ | ||
63 | uniform mat4 u_mvMatrix;\ | ||
64 | uniform mat4 u_normalMatrix;\ | ||
65 | uniform mat4 u_projMatrix;\ | ||
66 | uniform mat4 u_worldMatrix;\ | ||
67 | attribute vec3 a_pos;\ | ||
68 | attribute vec3 a_nrm;\ | ||
69 | varying vec3 vNormal;\ | ||
70 | varying vec3 vPos;\ | ||
71 | void main() {\ | ||
72 | vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ | ||
73 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ | ||
74 | vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ | ||
75 | }", | ||
76 | 'dirLightFShader': "\ | ||
77 | precision highp float;\ | ||
78 | uniform vec4 u_light1Diff;\ | ||
79 | uniform vec3 u_light1Pos;\ | ||
80 | uniform vec4 u_light2Diff;\ | ||
81 | uniform vec3 u_light2Pos;\ | ||
82 | varying vec3 vNormal;\ | ||
83 | varying vec3 vPos;\ | ||
84 | void main() {\ | ||
85 | vec3 light1 = vec3(u_light1Pos.x - vPos.x, u_light1Pos.y - vPos.y, u_light1Pos.z - vPos.z);\ | ||
86 | vec3 light2 = vec3(u_light2Pos.x - vPos.x, u_light2Pos.y - vPos.y, u_light2Pos.z - vPos.z);\ | ||
87 | float t = 0.75;\ | ||
88 | float range = t*t;\ | ||
89 | float alpha1 = max(0.0, 1.0 - ( (light1.x*light1.x)/range + (light1.y*light1.y)/range + (light1.z*light1.z)/range));\ | ||
90 | float alpha2 = max(0.0, 1.0 - ( (light2.x*light2.x)/range + (light2.y*light2.y)/range + (light2.z*light2.z)/range));\ | ||
91 | gl_FragColor = vec4((u_light2Diff*alpha2 + u_light1Diff*alpha1).rgb, 1.0);\ | ||
92 | }", | ||
93 | }, | ||
94 | 'techniques': { | ||
95 | 'default':[{ | ||
96 | 'vshader' : 'defaultVShader', | ||
97 | 'fshader' : 'defaultFShader', | ||
98 | // attributes | ||
99 | 'attributes' : | ||
100 | { | ||
101 | 'vert' : { 'type' : 'vec3' }, | ||
102 | 'normal' : { 'type' : 'vec3' }, | ||
103 | 'texcoord' : { 'type' : 'vec2' }, | ||
104 | }, | ||
105 | // parameters | ||
106 | 'params' : | ||
107 | { | ||
108 | //'u_light0Diff' : { 'type' : 'vec4' }, | ||
109 | //'u_matDiffuse' : { 'type' : 'vec4' } | ||
110 | }, | ||
111 | |||
112 | // render states | ||
113 | 'states' : | ||
114 | { | ||
115 | 'depthEnable' : true, | ||
116 | 'offset':[1.0, 0.1] | ||
117 | }, | ||
118 | }] | ||
119 | }}; | ||