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-rwxr-xr-xjs/lib/rdge/materials/linear-gradient-material.js311
1 files changed, 191 insertions, 120 deletions
diff --git a/js/lib/rdge/materials/linear-gradient-material.js b/js/lib/rdge/materials/linear-gradient-material.js
index 981bf9fd..f8b77a63 100755
--- a/js/lib/rdge/materials/linear-gradient-material.js
+++ b/js/lib/rdge/materials/linear-gradient-material.js
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -47,15 +48,15 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
47 this._colorStop2 = 0.3; 48 this._colorStop2 = 0.3;
48 this._colorStop3 = 0.6; 49 this._colorStop3 = 0.6;
49 this._colorStop4 = 1.0; 50 this._colorStop4 = 1.0;
50 // this._colorCount = 4; 51 // this._colorCount = 4;
51 this._angle = 0.0; // the shader takes [cos(a), sin(a)] 52 this._angle = 0.0; // the shader takes [cos(a), sin(a)]
52 53
53 this._textureTransform = [1,0,0, 0,1,0, 0,0,1]; 54 this._textureTransform = [1,0,0, 0,1,0, 0,0,1];
54 55
55 /////////////////////////////////////////////////////////////////////// 56 ///////////////////////////////////////////////////////////////////////
56 // Property Accessors 57 // Property Accessors
57 /////////////////////////////////////////////////////////////////////// 58 ///////////////////////////////////////////////////////////////////////
58 this.getShaderDef = function() { return linearGradientMaterialDef; } 59 this.getShaderDef = function() { return linearGradientMaterialDef; }
59 60
60 /////////////////////////////////////////////////////////////////////// 61 ///////////////////////////////////////////////////////////////////////
61 // Material Property Accessors 62 // Material Property Accessors
@@ -95,123 +96,193 @@ var LinearGradientMaterial = function LinearGradientMaterial() {
95 this._materialNode.setShader(this._shader); 96 this._materialNode.setShader(this._shader);
96 97
97 98
98 if (this._shader && this._shader['default']) 99 if (this._shader && this._shader['default'])
99 this._shader['default'].u_texTransform.set( this._textureTransform ); 100 this._shader['default'].u_texTransform.set( this._textureTransform );
100 101
101 102
102 // send the current values to the shader 103 // send the current values to the shader
103 this.setShaderValues(); 104 this.setShaderValues();
104 this.update( 0 ); 105 this.update( 0 );
106 };
107
108 this.resetToDefault = function()
109 {
110 this._propValues[this._propNames[0]] = this._color1.slice(0);
111 this._propValues[this._propNames[1]] = this._color2.slice(0);
112 this._propValues[this._propNames[2]] = this._color3.slice(0);
113 this._propValues[this._propNames[3]] = this._color4.slice(0);
114
115 this._propValues[this._propNames[4]] = this._colorStop1;
116 this._propValues[this._propNames[5]] = this._colorStop2;
117 this._propValues[this._propNames[6]] = this._colorStop3;
118 this._propValues[this._propNames[7]] = this._colorStop4;
119
120 this._propValues[this._propNames[8]] = [ Math.cos(this._angle), Math.sin(this._angle) ];
121
122 var nProps = this._propNames.length;
123 for (var i=0; i<nProps; i++) {
124 this.setProperty( this._propNames[i], this._propValues[this._propNames[i]] );
125 }
126 };
127
128 // Only Linear Gradient and Radial Gradients support gradients;
129 this.gradientType = "linear";
130
131 this.getGradientData = function() {
132 var angle = Math.round(this._angle*180/Math.PI),
133 color,
134 colorStr,
135 css = "-webkit-gradient(linear, " + angle + "deg";
136
137 // TODO - Angle is not supported in -webkit-gradient syntax, so just default to across:
138 css = '-webkit-gradient(linear, left top, right top';
139
140 // TODO - Also, Color Model requires from and to in the gradient string
141 color = this.getProperty('u_color1');
142 colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100);
143 css += ', from(rgba(' + colorStr + '))';
144
145 for (var i=2; i < 4; i++) {
146 color = this.getProperty('u_color'+i);
147 colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100);
148 css += ', color-stop(' + this.getProperty('u_colorStop'+i) + ', rgba(' + colorStr + '))';
149 }
150
151 color = this.getProperty('u_color4');
152 colorStr = Math.round(color[0] * 255) + ', ' + Math.round(color[1] * 255) + ', ' + Math.round(color[2] * 255) + ', ' + Math.round(color[3] * 100);
153 css += ', to(rgba(' + colorStr + '))';
154
155 css += ')';
156
157 return css;
158 };
159
160 // Only Linear Gradient and Radial Gradient have gradient data.
161 this.setGradientData = function(colors) {
162 var len = colors.length;
163 // TODO - Current shaders only support 4 color stops
164 if (len > 4) {
165 len = 4;
166 }
167
168 for (var n = 0; n < len; n++) {
169 var position = colors[n].position/100;
170 var cs = colors[n].value;
171 var stop = [cs.r/255, cs.g/255, cs.b/255, cs.a];
172
173 this.setProperty("u_color" + (n + 1), stop.slice(0));
174 this.setProperty("u_colorStop" + (n + 1), position);
175 }
105 }; 176 };
106}; 177};
107 178
108/////////////////////////////////////////////////////////////////////////////////////// 179///////////////////////////////////////////////////////////////////////////////////////
109// RDGE shader 180// RDGE shader
110 181
111// shader spec (can also be loaded from a .JSON file, or constructed at runtime) 182// shader spec (can also be loaded from a .JSON file, or constructed at runtime)
112var linearGradientMaterialDef = 183var linearGradientMaterialDef =
113{'shaders': 184{'shaders':
114 { 185 {
115 // shader file 186 // shader file
116 'defaultVShader':"assets/shaders/linearGradient.vert.glsl", 187 'defaultVShader':"assets/shaders/linearGradient.vert.glsl",
117 'defaultFShader':"assets/shaders/linearGradient.frag.glsl", 188 'defaultFShader':"assets/shaders/linearGradient.frag.glsl",
118 189
119 // this shader is inline 190 // this shader is inline
120 'dirLightVShader': "\ 191 'dirLightVShader': "\
121 uniform mat4 u_mvMatrix;\ 192 uniform mat4 u_mvMatrix;\
122 uniform mat4 u_normalMatrix;\ 193 uniform mat4 u_normalMatrix;\
123 uniform mat4 u_projMatrix;\ 194 uniform mat4 u_projMatrix;\
124 uniform mat4 u_worldMatrix;\ 195 uniform mat4 u_worldMatrix;\
125 attribute vec3 a_pos;\ 196 attribute vec3 a_pos;\
126 attribute vec3 a_nrm;\ 197 attribute vec3 a_nrm;\
127 varying vec3 vNormal;\ 198 varying vec3 vNormal;\
128 varying vec3 vPos;\ 199 varying vec3 vPos;\
129 void main() {\ 200 void main() {\
130 vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ 201 vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\
131 gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ 202 gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\
132 vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ 203 vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\
133 }", 204 }",
134 'dirLightFShader': "\ 205 'dirLightFShader': "\
135 precision highp float;\ 206 precision highp float;\
136 uniform vec4 u_light1Diff;\ 207 uniform vec4 u_light1Diff;\
137 uniform vec3 u_light1Pos;\ 208 uniform vec3 u_light1Pos;\
138 uniform vec4 u_light2Diff;\ 209 uniform vec4 u_light2Diff;\
139 uniform vec3 u_light2Pos;\ 210