diff options
Diffstat (limited to 'js/lib/rdge')
-rwxr-xr-x | js/lib/rdge/materials/bump-metal-material.js | 187 | ||||
-rw-r--r-- | js/lib/rdge/materials/deform-material.js | 21 | ||||
-rw-r--r-- | js/lib/rdge/materials/flag-material.js | 110 | ||||
-rwxr-xr-x | js/lib/rdge/materials/flat-material.js | 113 | ||||
-rw-r--r-- | js/lib/rdge/materials/fly-material.js | 38 | ||||
-rw-r--r-- | js/lib/rdge/materials/julia-material.js | 52 | ||||
-rw-r--r-- | js/lib/rdge/materials/keleidoscope-material.js | 52 | ||||
-rwxr-xr-x | js/lib/rdge/materials/linear-gradient-material.js | 252 | ||||
-rw-r--r-- | js/lib/rdge/materials/pulse-material.js | 4 | ||||
-rw-r--r-- | js/lib/rdge/materials/water-material.js | 387 |
10 files changed, 209 insertions, 1007 deletions
diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js index 30624f7b..f73f1d34 100755 --- a/js/lib/rdge/materials/bump-metal-material.js +++ b/js/lib/rdge/materials/bump-metal-material.js | |||
@@ -19,11 +19,10 @@ var BumpMetalMaterial = function BumpMetalMaterial() { | |||
19 | this._name = "BumpMetalMaterial"; | 19 | this._name = "BumpMetalMaterial"; |
20 | this._shaderName = "bumpMetal"; | 20 | this._shaderName = "bumpMetal"; |
21 | 21 | ||
22 | this._lightDiff = [0.3, 0.3, 0.3, 1.0]; | 22 | |
23 | 23 | this._defaultDiffuseTexture = "assets/images/metal.png"; | |
24 | this._diffuseTexture = "assets/images/metal.png"; | 24 | this._defaultSpecularTexture = "assets/images/silver.png"; |
25 | this._specularTexture = "assets/images/silver.png"; | 25 | this._defaultNormalTexture = "assets/images/normalMap.png"; |
26 | this._normalTexture = "assets/images/normalMap.png"; | ||
27 | 26 | ||
28 | // keep the array of initialized textures | 27 | // keep the array of initialized textures |
29 | this._textures = []; | 28 | this._textures = []; |
@@ -33,77 +32,22 @@ var BumpMetalMaterial = function BumpMetalMaterial() { | |||
33 | /////////////////////////////////////////////////////////////////////// | 32 | /////////////////////////////////////////////////////////////////////// |
34 | // Property Accessors | 33 | // Property Accessors |
35 | /////////////////////////////////////////////////////////////////////// | 34 | /////////////////////////////////////////////////////////////////////// |
36 | this.getName = function() { | ||
37 | return this._name; | ||
38 | }; | ||
39 | |||
40 | this.getShaderName = function() { | ||
41 | return this._shaderName; | ||
42 | }; | ||
43 | |||
44 | this.getLightDiff = function() { | ||
45 | return this._lightDiff; | ||
46 | }; | ||
47 | |||
48 | this.setLightDiff = function(ld) { | ||
49 | this._lightDiff = ld; | ||
50 | // Bad property name. Commenting for now | ||
51 | |||
52 | if (this._shader && this._shader['default']){ | ||
53 | this._shader['default'].u_light0Diff.set( ld ); | ||
54 | } | ||
55 | |||
56 | }; | ||
57 | |||
58 | this.getDiffuseTexture = function() { return this._propValues[this._propNames[1]] ? this._propValues[this._propNames[1]].slice() : null }; | ||
59 | this.setDiffuseTexture = function(m) { this._propValues[this._propNames[1]] = m ? m.slice(0) : null; this.initTexture(1); }; | ||
60 | |||
61 | this.getNormalTexture = function() { return this._propValues[this._propNames[2]] ? this._propValues[this._propNames[2]].slice() : null }; | ||
62 | this.setNormalTexture = function(m) { this._propValues[this._propNames[2]] = m ? m.slice(0) : null; this.initTexture(2); }; | ||
63 | |||
64 | this.getSpecularTexture = function() { return this._propValues[this._propNames[3]] ? this._propValues[this._propNames[3]].slice() : null }; | ||
65 | this.setSpecularTexture = function(m) { this._propValues[this._propNames[3]] = m ? m.slice(0) : null; this.initTexture(3); }; | ||
66 | |||
67 | this.isAnimated = function() { return true; }; | 35 | this.isAnimated = function() { return true; }; |
36 | this.getShaderDef = function() { return bumpMetalMaterialDef; }; | ||
68 | 37 | ||
69 | /////////////////////////////////////////////////////////////////////// | 38 | /////////////////////////////////////////////////////////////////////// |
70 | // Material Property Accessors | 39 | // Material Property Accessors |
71 | /////////////////////////////////////////////////////////////////////// | 40 | /////////////////////////////////////////////////////////////////////// |
72 | this._propNames = ["lightDiff", "diffuseTexture", "normalMap" ]; | 41 | this._propNames = ["u_light0Diff", "u_colMap", "u_normalMap", "u_glowMap" ]; |
73 | this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map" ]; | 42 | this._propLabels = ["Diffuse Color", "Diffuse Map", "Bump Map", "Specular Map" ]; |
74 | this._propTypes = ["color", "file", "file" ]; | 43 | this._propTypes = ["color", "file", "file", "file" ]; |
75 | this._propValues = []; | 44 | this._propValues = []; |
76 | 45 | ||
77 | this._propValues[ this._propNames[0] ] = this._lightDiff.slice(0); | 46 | this._propValues[ this._propNames[0] ] = [0.3, 0.3, 0.3, 1.0]; |
78 | this._propValues[ this._propNames[1] ] = this._diffuseTexture.slice(0); | 47 | this._propValues[ this._propNames[1] ] = this._defaultDiffuseTexture.slice(0); |
79 | this._propValues[ this._propNames[2] ] = this._normalTexture.slice(0); | 48 | this._propValues[ this._propNames[2] ] = this._defaultNormalTexture.slice(0); |
80 | 49 | this._propValues[ this._propNames[3] ] = this._defaultSpecularTexture.slice(0); | |
81 | // TODO - shader techniques are not all named the same, i.e., FlatMaterial uses "colorMe" and BrickMaterial uses "default" | ||
82 | this.setProperty = function( prop, value ) | ||
83 | { | ||
84 | // every material should do something with the "color" property | ||
85 | if (prop === "color") return; | ||
86 | 50 | ||
87 | // make sure we have legitimate imput | ||
88 | var ok = this.validateProperty( prop, value ); | ||
89 | if (!ok) | ||
90 | { | ||
91 | console.log( "invalid property in Bump Metal Materia;" + prop + " : " + value ); | ||
92 | return; | ||
93 | } | ||
94 | |||
95 | switch (prop) | ||
96 | { | ||
97 | case "lightDiff": this.setLightDiff( value ); break; | ||
98 | case "diffuseTexture": this.setDiffuseTexture( value ); break; | ||
99 | case "specularTexture": this.setSpecularTexture( value ); break; | ||
100 | case "normalMap": this.setNormalTexture( value ); break; | ||
101 | |||
102 | default: | ||
103 | console.log( "invalid property to Bump Metal Material: " + prop + ", value: " + value ); | ||
104 | break; | ||
105 | } | ||
106 | }; | ||
107 | 51 | ||
108 | /////////////////////////////////////////////////////////////////////// | 52 | /////////////////////////////////////////////////////////////////////// |
109 | // Methods | 53 | // Methods |
@@ -120,116 +64,13 @@ var BumpMetalMaterial = function BumpMetalMaterial() { | |||
120 | this._shader = new RDGE.jshader(); | 64 | this._shader = new RDGE.jshader(); |
121 | this._shader.def = bumpMetalMaterialDef; | 65 | this._shader.def = bumpMetalMaterialDef; |
122 | this._shader.init(); | 66 | this._shader.init(); |
123 | this._shader['default'].u_light0Diff.set( this.getLightDiff() ); | ||
124 | 67 | ||
125 | // set up the material node | 68 | // set up the material node |
126 | this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() ); | 69 | this._materialNode = RDGE.createMaterialNode( this.getShaderName() + "_" + world.generateUniqueNodeID() ); |
127 | this._materialNode.setShader(this._shader); | 70 | this._materialNode.setShader(this._shader); |
128 | 71 | ||
129 | this.initTextures(); | 72 | this.setShaderValues(); |
130 | }; | 73 | this.update(0); |
131 | |||
132 | this.initTexture = function( index ) | ||
133 | { | ||
134 | var dstWorld = this.getWorld(); | ||
135 | if (dstWorld) | ||
136 | { | ||
137 | var texMapName = this._propValues[this._propNames[index]]; | ||
138 | if (texMapName) | ||
139 | { | ||
140 | var texture = new Texture( dstWorld, texMapName ); | ||
141 | this._textures[index] = texture; | ||
142 | } | ||
143 | else | ||
144 | this._textures[index] = null; | ||
145 | |||
146 | this.updateTexture( index ); | ||
147 | } | ||
148 | } | ||
149 | |||
150 | this.initTextures = function() | ||
151 | { | ||
152 | var dstWorld = this.getWorld(); | ||
153 | if (dstWorld) | ||
154 | { | ||
155 | // find the world with the given id | ||
156 | for (var i=1; i<=3; i++) | ||
157 | { | ||
158 | this.initTexture( i ); | ||
159 | } | ||
160 | } | ||
161 | } | ||
162 | |||
163 | this.updateTexture = function( index ) | ||
164 | { | ||
165 | var material = this._materialNode; | ||
166 | if (material) | ||
167 | { | ||
168 | var technique = material.shaderProgram['default']; | ||
169 | var renderer = RDGE.globals.engine.getContext().renderer; | ||
170 | if (renderer && technique) | ||
171 | { | ||
172 | var glTex = this._textures[ index ]; | ||
173 | var tex; | ||
174 | if (glTex) | ||
175 | { | ||
176 | if (glTex.isAnimated()) | ||
177 | glTex.render(); | ||
178 | |||
179 | tex = glTex.getTexture(); | ||
180 | } | ||
181 | |||
182 | { | ||
183 | switch (index) | ||
184 | { | ||
185 | case 1: technique.u_colMap.set( tex ); break; | ||
186 | case 2: technique.u_normalMap.set( tex ); break; | ||
187 | case 3: technique.u_glowMap.set( tex ); break; | ||
188 | default: console.log( "invalid map index in BumpMetalMaterial, " + index ); | ||
189 | } | ||
190 | } | ||
191 | } | ||
192 | } | ||
193 | }; | ||
194 | |||
195 | this.exportJSON = function() | ||
196 | { | ||
197 | var jObj = | ||
198 | { | ||
199 | 'material' : this.getShaderName(), | ||
200 | 'name' : this.getName(), | ||
201 | 'lightDiff' : this.getLightDiff(), | ||
202 | 'diffuseTexture' : this.getDiffuseTexture(), | ||
203 | 'specularTexture' : this.getSpecularTexture(), | ||
204 | 'normalMap' : this.getNormalTexture() | ||
205 | }; | ||
206 | |||