diff options
Diffstat (limited to 'js/helper-classes/RDGE/Materials')
14 files changed, 249 insertions, 118 deletions
diff --git a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js index 0aa3ee78..17be0cd7 100644 --- a/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js +++ b/js/helper-classes/RDGE/Materials/BumpMetalMaterial.js | |||
@@ -22,9 +22,9 @@ function BumpMetalMaterial() | |||
22 | this._shaderName = "bumpMetal"; | 22 | this._shaderName = "bumpMetal"; |
23 | 23 | ||
24 | this._lightDiff = [0.3, 0.3, 0.3, 1.0]; | 24 | this._lightDiff = [0.3, 0.3, 0.3, 1.0]; |
25 | this._diffuseTexture = "metal"; | 25 | this._diffuseTexture = "assets/images/metal.png"; |
26 | this._specularTexture = "silver"; | 26 | this._specularTexture = "assets/images/silver.png"; |
27 | this._normalTexture = "normalMap"; | 27 | this._normalTexture = "assets/images/normalMap.png"; |
28 | 28 | ||
29 | /////////////////////////////////////////////////////////////////////// | 29 | /////////////////////////////////////////////////////////////////////// |
30 | // Property Accessors | 30 | // Property Accessors |
@@ -37,17 +37,16 @@ function BumpMetalMaterial() | |||
37 | if (this._shader && this._shader.default) | 37 | if (this._shader && this._shader.default) |
38 | this._shader.default.u_light0Diff.set( ld ); } | 38 | this._shader.default.u_light0Diff.set( ld ); } |
39 | 39 | ||
40 | this.getDiffuseTexture = function() { return this._diffuseTexture; } | 40 | this.getDiffuseTexture = function() { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null } |
41 | this.setDiffuseTexture = function(dt) { this._diffuseTexture = dt; | 41 | this.setDiffuseTexture = function(m) { this._propValues[this._propNames[1]] = m ? m.slice(0) : null; this.updateTexture(1); } |
42 | if (this._materialNode) this._materialNode.setDiffuseTexture( dt ); } | ||
43 | 42 | ||
44 | this.getSpecularTexture = function() { return this._specularTexture; } | 43 | this.getNormalTexture = function() { return this._propValues[this._propNames[2]] ? this._propValues[this._propNames[2]].slice() : null } |
45 | this.setSpecularTexture = function(st) { this._specularTexture = st; | 44 | this.setNormalTexture = function(m) { this._propValues[this._propNames[2]] = m ? m.slice(0) : null; this.updateTexture(2); } |
46 | if (this._materialNode) this._materialNode.setSpecularTexture( st ); } | ||
47 | 45 | ||
48 | this.getNormalTexture = function() { return this._normalTexture; } | 46 | this.getSpecularTexture = function() { return this._propValues[this._propNames[3]] ? this._propValues[this._propNames[3]].slice() : null } |
49 | this.setNormalTexture = function(nt) { this._normalTexture = nt; | 47 | this.setSpecularTexture = function(m) { this._propValues[this._propNames[3]] = m ? m.slice(0) : null; this.updateTexture(3); } |
50 | if (this._materialNode) this._materialNode.setNormalTexture( nt ); } | 48 | |
49 | this.isAnimated = function() { return true; } | ||
51 | 50 | ||
52 | /////////////////////////////////////////////////////////////////////// | 51 | /////////////////////////////////////////////////////////////////////// |
53 | // Material Property Accessors | 52 | // Material Property Accessors |
@@ -59,7 +58,7 @@ function BumpMetalMaterial() | |||
59 | 58 | ||
60 | this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); | 59 | this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); |
61 | this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); | 60 | this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); |
62 | this._propValues[ this._propNames[2] ] = this._specularTexture.slice(0); | 61 | this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0); |
63 | this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0); | 62 | this._propValues[ this._propNames[3] ] = this._specularTexture.slice(0); |
64 | 63 | ||
65 | // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" | 64 | // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" |
@@ -95,8 +94,11 @@ function BumpMetalMaterial() | |||
95 | // duplcate method requirde | 94 | // duplcate method requirde |
96 | this.dup = function() { return new BumpMetalMaterial(); } | 95 | this.dup = function() { return new BumpMetalMaterial(); } |
97 | 96 | ||
98 | this.init = function() | 97 | this.init = function( world ) |
99 | { | 98 | { |
99 | // save the world | ||
100 | if (world) this.setWorld( world ); | ||
101 | |||
100 | // set up the shader | 102 | // set up the shader |
101 | this._shader = new jshader(); | 103 | this._shader = new jshader(); |
102 | this._shader.def = bumpMetalMaterialDef; | 104 | this._shader.def = bumpMetalMaterialDef; |
@@ -108,9 +110,36 @@ function BumpMetalMaterial() | |||
108 | this._materialNode.setShader(this._shader); | 110 | this._materialNode.setShader(this._shader); |
109 | 111 | ||
110 | // set some image maps | 112 | // set some image maps |
111 | this._materialNode.setDiffuseTexture( this.getDiffuseTexture() ); | 113 | this.updateTexture(1); |
112 | this._materialNode.setSpecTexture( this.getSpecularTexture() ); | 114 | this.updateTexture(2); |
113 | this._materialNode.setNormalTexture( this.getNormalTexture() ); | 115 | this.updateTexture(3); |
116 | } | ||
117 | |||
118 | this.updateTexture = function( index ) | ||
119 | { | ||
120 | var material = this._materialNode; | ||
121 | if (material) | ||
122 | { | ||
123 | var technique = material.shaderProgram.default; | ||
124 | var renderer = g_Engine.getContext().renderer; | ||
125 | if (renderer && technique) | ||
126 | { | ||
127 | var texMapName = this._propValues[this._propNames[index]]; | ||
128 | var wrap = 'REPEAT', mips = true; | ||
129 | var tex = this.loadTexture( texMapName, wrap, mips ); | ||
130 | |||
131 | if (tex) | ||
132 | { | ||
133 | switch (index) | ||
134 | { | ||
135 | case 1: technique.u_colMap.set( tex ); break; | ||
136 | case 2: technique.u_normalMap.set( tex ); break; | ||
137 | case 3: technique.u_glowMap.set( tex ); break; | ||
138 | default: console.log( "invalid map index in BumpMetalMaterial, " + index ); | ||
139 | } | ||
140 | } | ||
141 | } | ||
142 | } | ||
114 | } | 143 | } |
115 | 144 | ||
116 | this.export = function() | 145 | this.export = function() |
@@ -229,6 +258,9 @@ bumpMetalShaderDef = | |||
229 | { | 258 | { |
230 | 'u_light0Diff' : { 'type' : 'vec4' }, | 259 | 'u_light0Diff' : { 'type' : 'vec4' }, |
231 | //'u_matDiffuse' : { 'type' : 'vec4' } | 260 | //'u_matDiffuse' : { 'type' : 'vec4' } |
261 | 'u_colMap': { 'type' : 'tex2d' }, | ||
262 | 'u_normalMap': { 'type' : 'tex2d' }, | ||
263 | 'u_glowMap': { 'type' : 'tex2d' }, | ||
232 | }, | 264 | }, |
233 | 265 | ||
234 | // render states | 266 | // render states |
diff --git a/js/helper-classes/RDGE/Materials/FlatMaterial.js b/js/helper-classes/RDGE/Materials/FlatMaterial.js index 5177a8a0..3e3ae25e 100644 --- a/js/helper-classes/RDGE/Materials/FlatMaterial.js +++ b/js/helper-classes/RDGE/Materials/FlatMaterial.js | |||
@@ -29,6 +29,8 @@ function FlatMaterial() | |||
29 | this.getColor = function() { return this._color; } | 29 | this.getColor = function() { return this._color; } |
30 | this.getShaderName = function() { return this._shaderName; } | 30 | this.getShaderName = function() { return this._shaderName; } |
31 | 31 | ||
32 | this.isAnimated = function() { return false; } | ||
33 | |||
32 | //////////////////////////////////s///////////////////////////////////// | 34 | //////////////////////////////////s///////////////////////////////////// |
33 | // Methods | 35 | // Methods |
34 | /////////////////////////////////////////////////////////////////////// | 36 | /////////////////////////////////////////////////////////////////////// |
@@ -48,6 +50,12 @@ function FlatMaterial() | |||
48 | // set up the material node | 50 | // set up the material node |
49 | this._materialNode = createMaterialNode("flatMaterial"); | 51 | this._materialNode = createMaterialNode("flatMaterial"); |
50 | this._materialNode.setShader(this._shader); | 52 | this._materialNode.setShader(this._shader); |
53 | |||
54 | // initialize the taper properties | ||
55 | // this._shader.colorMe.u_limit1.set( [0.25] ); | ||
56 | // this._shader.colorMe.u_limit2.set( [0.5] ); | ||
57 | // this._shader.colorMe.u_limit3.set( [0.75] ); | ||
58 | // this._shader.colorMe.u_taperAmount.set( [0.5] ); | ||
51 | } | 59 | } |
52 | 60 | ||
53 | 61 | ||
@@ -100,10 +108,11 @@ function FlatMaterial() | |||
100 | var rtnStr = importStr.substr( index ); | 108 | var rtnStr = importStr.substr( index ); |
101 | return rtnStr; | 109 | return rtnStr; |
102 | } | 110 | } |
103 | } | ||
104 | 111 | ||
105 | // used to create unique names | 112 | this.update = function( time ) |
106 | var flatMaterialCounter = 0; | 113 | { |
114 | } | ||
115 | } | ||
107 | 116 | ||
108 | /////////////////////////////////////////////////////////////////////////////////////// | 117 | /////////////////////////////////////////////////////////////////////////////////////// |
109 | // RDGE shader | 118 | // RDGE shader |
@@ -112,35 +121,31 @@ var flatMaterialCounter = 0; | |||
112 | flatShaderDef = | 121 | flatShaderDef = |
113 | { | 122 | { |
114 | 'shaders': { // shader files | 123 | 'shaders': { // shader files |
115 | 'defaultVShader': "\ | 124 | 'defaultVShader':"assets/shaders/Basic.vert.glsl", |
116 | uniform mat4 u_mvMatrix;\ | 125 | 'defaultFShader':"assets/shaders/Basic.frag.glsl", |
117 | uniform mat4 u_projMatrix;\ | ||
118 | attribute vec3 a_pos;\ | ||
119 |