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authorhwc4872012-05-22 08:38:38 -0700
committerhwc4872012-05-22 08:38:38 -0700
commitcc3b66f817c9d72ca247d5ff789a08ec5b57a2b5 (patch)
tree229a3d92b2fa86c32b6d47134b843880e909bead /js/lib
parentdc92188fef67d7a2032173d7746fbc16a951a366 (diff)
downloadninja-cc3b66f817c9d72ca247d5ff789a08ec5b57a2b5.tar.gz
Editable material properties
Diffstat (limited to 'js/lib')
-rwxr-xr-xjs/lib/drawing/world.js20
-rwxr-xr-xjs/lib/rdge/materials/bump-metal-material.js58
-rwxr-xr-xjs/lib/rdge/materials/uber-material.js1
3 files changed, 43 insertions, 36 deletions
diff --git a/js/lib/drawing/world.js b/js/lib/drawing/world.js
index 14e63f4a..3c93b2b7 100755
--- a/js/lib/drawing/world.js
+++ b/js/lib/drawing/world.js
@@ -180,14 +180,14 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
180 180
181 // create some lights 181 // create some lights
182 // light 1 182 // light 1
183 this.light = RDGE.createLightNode("myLight"); 183// this.light = RDGE.createLightNode("myLight");
184 this.light.setPosition([0,0,1.2]); 184// this.light.setPosition([0,0,1.2]);
185 this.light.setDiffuseColor([0.75,0.9,1.0,1.0]); 185// this.light.setDiffuseColor([0.75,0.9,1.0,1.0]);
186 186
187 // light 2 187 // light 2
188 this.light2 = RDGE.createLightNode("myLight2"); 188// this.light2 = RDGE.createLightNode("myLight2");
189 this.light2.setPosition([-0.5,0,1.2]); 189// this.light2.setPosition([-0.5,0,1.2]);
190 this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]); 190// this.light2.setDiffuseColor([1.0,0.9,0.75,1.0]);
191 191
192 // create a light transform 192 // create a light transform
193 var lightTr = RDGE.createTransformNode("lightTr"); 193 var lightTr = RDGE.createTransformNode("lightTr");
@@ -196,8 +196,8 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
196 lightTr.attachMaterial(RDGE.createMaterialNode("lights")); 196 lightTr.attachMaterial(RDGE.createMaterialNode("lights"));
197 197
198 // enable light channels 1, 2 - channel 0 is used by the default shader 198 // enable light channels 1, 2 - channel 0 is used by the default shader
199 lightTr.materialNode.enableLightChannel(1, this.light); 199// lightTr.materialNode.enableLightChannel(1, this.light);
200 lightTr.materialNode.enableLightChannel(2, this.light2); 200// lightTr.materialNode.enableLightChannel(2, this.light2);
201 201
202 // all added objects are parented to the light node 202 // all added objects are parented to the light node
203 this._rootNode = lightTr; 203 this._rootNode = lightTr;
@@ -225,8 +225,8 @@ var World = function GLWorld( canvas, use3D, preserveDrawingBuffer ) {
225 RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]); 225 RDGE.rdgeGlobalParameters.u_light0Pos.set([5 * Math.cos(this.elapsed), 5 * Math.sin(this.elapsed), 20]);
226 226
227 // orbit the light nodes around the boxes 227 // orbit the light nodes around the boxes
228 this.light.setPosition([1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), 1.2*Math.cos(this.elapsed*2.0)]); 228// this.light.setPosition([1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), 1.2*Math.cos(this.elapsed*2.0)]);
229 this.light2.setPosition([-1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), -1.2*Math.cos(this.elapsed)]); 229// this.light2.setPosition([-1.2*Math.cos(this.elapsed*2.0), 1.2*Math.sin(this.elapsed*2.0), -1.2*Math.cos(this.elapsed)]);
230 } 230 }
231 231
232 this.updateMaterials( this.getGeomRoot(), this.elapsed ); 232 this.updateMaterials( this.getGeomRoot(), this.elapsed );
diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js
index 4bc5dfe8..4d19c9c1 100755
--- a/js/lib/rdge/materials/bump-metal-material.js
+++ b/js/lib/rdge/materials/bump-metal-material.js
@@ -28,6 +28,8 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
28 // keep the array of initialized textures 28 // keep the array of initialized textures
29 this._textures = []; 29 this._textures = [];
30 30
31 this._speed = 1.0;
32
31 /////////////////////////////////////////////////////////////////////// 33 ///////////////////////////////////////////////////////////////////////
32 // Property Accessors 34 // Property Accessors
33 /////////////////////////////////////////////////////////////////////// 35 ///////////////////////////////////////////////////////////////////////
@@ -67,15 +69,14 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
67 /////////////////////////////////////////////////////////////////////// 69 ///////////////////////////////////////////////////////////////////////
68 // Material Property Accessors 70 // Material Property Accessors
69 /////////////////////////////////////////////////////////////////////// 71 ///////////////////////////////////////////////////////////////////////
70 this._propNames = ["lightDiff", "diffuseTexture", "normalMap", "specularTexture"]; 72 this._propNames = ["lightDiff", "diffuseTexture", "normalMap" ];
71 this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map"]; 73 this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map" ];
72 this._propTypes = ["color", "file", "file", "file"]; 74 this._propTypes = ["color", "file", "file" ];
73 this._propValues = []; 75 this._propValues = [];
74 76
75 this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); 77 this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0);
76 this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); 78 this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0);
77 this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0); 79 this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0);
78 this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0);
79 80
80 // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" 81 // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default"
81 this.setProperty = function( prop, value ) 82 this.setProperty = function( prop, value )
@@ -127,7 +128,6 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
127 this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() ); 128 this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() );
128 this._materialNode.setShader(this._shader); 129 this._materialNode.setShader(this._shader);
129 130
130 // DEBUG CODE
131 this.initTextures(); 131 this.initTextures();
132 }; 132 };
133 133
@@ -137,8 +137,14 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
137 if (dstWorld) 137 if (dstWorld)
138 { 138 {
139 var texMapName = this._propValues[this._propNames[index]]; 139 var texMapName = this._propValues[this._propNames[index]];
140 var texture = new Texture( dstWorld, texMapName ); 140 if (texMapName)
141 this._textures[index] = texture; 141 {
142 var texture = new Texture( dstWorld, texMapName );
143 this._textures[index] = texture;
144 }
145 else
146 this._textures[index] = null;
147
142 this.updateTexture( index ); 148 this.updateTexture( index );
143 } 149 }
144 } 150 }
@@ -165,24 +171,25 @@ var BumpMetalMaterial = function BumpMetalMaterial() {
165 var renderer = RDGE.globals.engine.getContext().renderer; 171 var renderer = RDGE.globals.engine.getContext().renderer;
166 if (renderer && technique) 172 if (renderer && technique)
167 { 173 {
168 var glTex = this._textures[ index ]; 174 var glTex = this._textures[ index ];
169 if (glTex) 175 var tex;
170 { 176 if (glTex)
171 if (glTex.isAnimated()) 177 {
172 glTex.render(); 178 if (glTex.isAnimated())
173 179 glTex.render();
174 var tex = glTex.getTexture(); 180
175 if (tex) 181 tex = glTex.getTexture();
176 { 182 }
177 switch (index) 183
178 { 184 {
179 case 1: technique.u_colMap.set( tex ); break; 185 switch (index)
180 case 2: technique.u_normalMap.set( tex ); break; 186 {
181 case 3: technique.u_glowMap.set( tex ); break; 187 case 1: technique.u_colMap.set( tex ); break;
182 default: console.log( "invalid map index in BumpMetalMaterial, " + index ); 188 case 2: technique.u_normalMap.set( tex ); break;
183 } 189 case 3: technique.u_glowMap.set( tex ); break;
184 } 190 default: console.log( "invalid map index in BumpMetalMaterial, " + index );
185 } 191 }
192 }
186 } 193 }
187 } 194 }
188 }; 195 };
@@ -291,7 +298,6 @@ var bumpMetalMaterialDef = bumpMetalShaderDef =
291 'params' : 298 'params' :
292 { 299 {
293 'u_light0Diff' : { 'type' : 'vec4' }, 300 'u_light0Diff' : { 'type' : 'vec4' },
294 //'u_matDiffuse' : { 'type' : 'vec4' }
295 'u_colMap': { 'type' : 'tex2d' }, 301 'u_colMap': { 'type' : 'tex2d' },
296 'u_normalMap': { 'type' : 'tex2d' }, 302 'u_normalMap': { 'type' : 'tex2d' },
297 'u_glowMap': { 'type' : 'tex2d' } 303 'u_glowMap': { 'type' : 'tex2d' }
diff --git a/js/lib/rdge/materials/uber-material.js b/js/lib/rdge/materials/uber-material.js
index 9d0cc564..6de74495 100755
--- a/js/lib/rdge/materials/uber-material.js
+++ b/js/lib/rdge/materials/uber-material.js
@@ -180,6 +180,7 @@ var UberMaterial = function UberMaterial() {
180 this.updateAmbientColor = function () { 180 this.updateAmbientColor = function () {
181 this._ambientColor = this._propValues['ambientColor'].slice(0); 181 this._ambientColor = this._propValues['ambientColor'].slice(0);
182 var material = this._materialNode; 182 var material = this._materialNode;
183 console.log( "ambient color: " + this._ambientColor );
183 if (material) { 184 if (material) {
184 var technique = material.shaderProgram.defaultTechnique; 185 var technique = material.shaderProgram.defaultTechnique;
185 technique.u_ambientColor.set(this._ambientColor); 186 technique.u_ambientColor.set(this._ambientColor);