From b89a7ee8b956c96a1dcee995ea840feddc5d4b27 Mon Sep 17 00:00:00 2001 From: Pierre Frisch Date: Thu, 22 Dec 2011 07:25:50 -0800 Subject: First commit of Ninja to ninja-internal Signed-off-by: Valerio Virgillito --- js/helper-classes/RDGE/Materials/BrickMaterial.js | 231 ++++++++++++++++++++++ 1 file changed, 231 insertions(+) create mode 100644 js/helper-classes/RDGE/Materials/BrickMaterial.js (limited to 'js/helper-classes/RDGE/Materials/BrickMaterial.js') diff --git a/js/helper-classes/RDGE/Materials/BrickMaterial.js b/js/helper-classes/RDGE/Materials/BrickMaterial.js new file mode 100644 index 00000000..aef6d1a7 --- /dev/null +++ b/js/helper-classes/RDGE/Materials/BrickMaterial.js @@ -0,0 +1,231 @@ +/* + This file contains proprietary software owned by Motorola Mobility, Inc.
+ No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+ (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + + +/////////////////////////////////////////////////////////////////////// +// Class GLMaterial +// RDGE representation of a material. +/////////////////////////////////////////////////////////////////////// +function BrickMaterial() +{ + // initialize the inherited members + this.inheritedFrom = GLMaterial; + this.inheritedFrom(); + + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._shaderName = "brick"; + this._name = "BrickMaterial"; + + // store local values in convenient form + this._propNames = ["BrickColor", "MortarColor", "BrickSize", "BrickPct" ]; + this._propLabels = ["Brick Color", "Mortar Color", "Brick Size", "Brick Percent" ]; + this._propTypes = ["color", "color", "vector2d", "vector2d" ]; + this._propValues = []; + + // set default property values + this._propValues[this._propNames[0]] = [0.8,0,0,1].slice(0); + this._propValues[this._propNames[1]] = [0.8, 0.8, 0.0, 1.0].slice(0); + this._propValues[this._propNames[2]] = [1, .5].slice(0); + this._propValues[this._propNames[3]] = [.8, .7].slice(0); + + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// + + this.getBrickColor = function() { return this._propValues["BrickColor"].slice(0); } + this.getMortarColor = function() { return this._propValues["MortarColor"].slice(0); } + this.getBrickSize = function() { return this._propValues["BrickSize"].slice(0); } + this.getBrickPct = function() { return this._propValues["BrickPct"].slice(0); } + + this.getShaderName = function() { return this._shaderName; } + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + // duplcate method requirde + this.dup = function() { return new BrickMaterial(); } + + this.init = function() + { + // set up the shader + this._shader = new jshader(); + this._shader.def = brickShaderDef; + this._shader.init(); + + // set the defaults + this._shader.default.BrickColor.set( this.getBrickColor() ); + this._shader.default.MortarColor.set( this.getMortarColor() ); + this._shader.default.BrickSize.set( this.getBrickSize() ); + this._shader.default.BrickPct.set( this.getBrickPct() ); + + // set up the material node + this._materialNode = createMaterialNode("brickMaterial"); + this._materialNode.setShader(this._shader); + } + + this.setProperty = function( prop, value ) + { + // we always want to use the "color" property for something + if (prop == "color") prop = "BrickColor"; + + // make sure we have legitimate imput + var ok = this.validateProperty( prop, value ); + if (ok) + { + this._propValues[prop] = value; + if (this._shader && this._shader.default) + this._shader.default[prop].set(value); + } + } + + this.export = function() + { + // every material needs the base type and instance name + var exportStr = "material: " + this.getShaderName() + "\n"; + exportStr += "name: " + this.getName() + "\n"; + + if (this._shader) + { + exportStr += "BrickColor: " + String(this._shader.default.BrickColor) + "\n"; + exportStr += "MortarColor: " + String(this._shader.default.MortarColor) + "\n"; + exportStr += "BrickSize: " + String(this._shader.default.BrickSize) + "\n"; + exportStr += "BrickPct: " + String(this._shader.default.BrickPct) + "\n"; + } + else + { + exportStr += "BrickColor: " + String(this.getBrickColor()) + "\n"; + exportStr += "MortarColor: " + String(this.getMortarColor()) + "\n"; + exportStr += "BrickSize: " + String(this.getBrickSize()) + "\n"; + exportStr += "BrickPct: " + String(this.getBrickPct()) + "\n"; + } + + // every material needs to terminate like this + exportStr += "endMaterial\n"; + + return exportStr; + } + + this.import = function( importStr ) + { + var pu = new ParseUtils( importStr ); + var material = pu.nextValue( "material: " ); + if (material != this.getShaderName()) throw new Error( "ill-formed material" ); + this.setName( pu.nextValue( "name: ") ); + + var brickColor = eval( "[" + pu.nextValue( "BrickColor: " ) + "]" ), + mortarColor = eval( "[" + pu.nextValue( "MortarColor: " ) + "]" ), + brickSize = eval( "[" + pu.nextValue( "BrickSize: " ) + "]" ), + brickPct = eval( "[" + pu.nextValue( "BrickPct: " ) + "]" ); + + var endKey = "endMaterial\n"; + var index = importStr.indexOf( endKey ); + index += endKey.length; + var rtnStr = importStr.substr( index ); + + return rtnStr; + } +} + +/////////////////////////////////////////////////////////////////////////////////////// +// RDGE shader +var brickShaderDef = {'shaders': { + // Brick shader + 'defaultVShader':"assets/shaders/CH06-brick.vert.glsl", + 'defaultFShader':"assets/shaders/CH06-brick.frag.glsl", + + // this shader is inline + 'dirLightVShader': "\ + uniform mat4 u_mvMatrix;\ + uniform mat4 u_normalMatrix;\ + uniform mat4 u_projMatrix;\ + uniform mat4 u_worldMatrix;\ + attribute vec3 a_pos;\ + attribute vec3 a_nrm;\ + varying vec3 vNormal;\ + varying vec3 vPos;\ + void main() {\ + vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ + gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ + vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ + }", + 'dirLightFShader': "\ + precision highp float;\ + uniform vec4 u_light1Diff;\ + uniform vec3 u_light1Pos;\ + uniform vec4 u_light2Diff;\ + uniform vec3 u_light2Pos;\ + varying vec3 vNormal;\ + varying vec3 vPos;\ + void main() {\ + vec3 light1 = vec3(u_light1Pos.x - vPos.x, u_light1Pos.y - vPos.y, u_light1Pos.z - vPos.z);\ + vec3 light2 = vec3(u_light2Pos.x - vPos.x, u_light2Pos.y - vPos.y, u_light2Pos.z - vPos.z);\ + float t = 0.75;\ + float range = t*t;\ + float alpha1 = max(0.0, 1.0 - ( (light1.x*light1.x)/range + (light1.y*light1.y)/range + (light1.z*light1.z)/range));\ + float alpha2 = max(0.0, 1.0 - ( (light2.x*light2.x)/range + (light2.y*light2.y)/range + (light2.z*light2.z)/range));\ + gl_FragColor = vec4((u_light2Diff*alpha2 + u_light1Diff*alpha1).rgb, 1.0);\ + }", + }, + 'techniques': { + 'default':[ + { + 'vshader' : 'defaultVShader', + 'fshader' : 'defaultFShader', + // attributes + 'attributes' : + { + 'vert' : { 'type' : 'vec3' }, + 'normal' : { 'type' : 'vec3' }, + 'texcoord' : { 'type' : 'vec2' }, + }, + // parameters + 'params' : + { + //'u_light0Diff' : { 'type' : 'vec4' }, + //'u_matDiffuse' : { 'type' : 'vec4' } + + // Brick shader + 'BrickColor' : { 'type' : 'vec3' }, + 'MortarColor' : { 'type' : 'vec3' }, + 'BrickSize' : { 'type' : 'vec2' }, + 'BrickPct' : { 'type' : 'vec2' } + }, + + // render states + 'states' : + { + 'depthEnable' : true, + 'offset':[1.0, 0.1] + }, + }, + { // light pass + 'vshader' : 'dirLightVShader', + 'fshader' : 'dirLightFShader', + // attributes + 'attributes' : + { + 'a_pos' : { 'type' : 'vec3' }, + 'a_nrm' : { 'type' : 'vec3' }, + }, + // parameters + 'params' : + { + }, + + // render states + 'states' : + { + 'depthEnable' : true, + "blendEnable" : true, + "srcBlend" : "SRC_ALPHA", + "dstBlend" : "DST_ALPHA", + }, + } + ] + } + }; 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